Three one-line rules build a society — delete one and watch it dissolve
Every bird below runs the same tiny program: cohesion (drift toward nearby birds), alignment (steer the way they steer), separation (don't crash into them). No leader, no plan, no word "flock" anywhere in the code. Drag each rule to zero and see exactly which part of the society it was holding up.
Live metrics: order = how much the group points one way (0–100%), spread = average distance from the group's center. Both are computed from the simulation every frame, not scripted.
Release the hawk — defense maneuvers nobody designed
Same birds, one new rule: flee anything scary within range. The hawk just chases the nearest bird. Nobody coded "split into two groups", "flash outward like a firework", or "close ranks behind the predator" — yet you'll see all three. Crank the hawk's speed and watch coordination pay off less and less.
Watch for: flash expansion (hawk hits the middle → birds burst radially), group splits (flock cleaves in two and re-merges behind it). The split counter increments whenever the live simulation actually fragments into multiple groups.
The arms race — six generations of hide-and-seek, ending in a physics exploit
Two hiders (gold) vs two seekers (red) in a room with a fort, three boxes and a ramp. Each generation, the losing team "discovers" a counter-strategy — replaying the famous OpenAI hide-and-seek result. Play each generation: the win rate on the timeline is measured live from the simulation you're watching. The finale is the good stuff: seekers surf a box — a move the environment designers never intended to be possible.
Stylized re-creation of OpenAI's 2019 emergent tool-use experiment. Here strategies are unlocked per generation so you can watch each one; in the real system they emerged from ~500 million games of self-play RL. "Hidden %" = fraction of the seek phase where no hider is in a seeker's line of sight, measured from this very run.
Emergent ≠ intended — watch two couriers invent a collusion loop
Four courier agents, packages on the left, depot on the right. You are the system designer, and you pick the reward. Pay per delivery and you get a logistics company. Pay per handoff (a well-meaning "encourage teamwork!" proxy) and the agents discover something you didn't intend: two of them stand still and pass one package back and forth forever. Reward explodes; work stops.
The agents aren't scripted to collude: each one keeps a running estimate of "reward per second" for working vs trading, from its own experience in this run, and follows whichever pays more. Under the proxy reward, trading wins — so a degenerate equilibrium assembles itself.
The tipping point — a 5% change in one rule builds a different civilization
Schelling's famous model: two kinds of agents on a grid. Each follows ONE rule — "if fewer than T% of my neighbors are like me, I move somewhere random." Nobody in this world wants segregation; everyone is happy in a mixed neighborhood. Nudge T by a few percent around the tipping point and watch two completely different societies crystallize from the same rule.
"Segregation" here = the average share of same-color neighbors, measured live from the grid. Note the nonlinearity: 25% → mixed forever; 34% → near-total separation; 80% → nobody can ever be satisfied, so the world churns and never freezes.