The study The minds study: the plan

Can a small model learn your next move? The plan, written before the data

In Beat the AI, the village game's duels, the other side shows its guess of your next move before you tap. If players choose to share their duel rounds, we will retrain a small model on them every night and check, on days it has not seen, whether it predicts their next move better than the same model frozen after a burn-in of at least a week, and better than a plain count of each player's habits. This page is the plan, fixed before anyone's rounds were recorded.

Pre-registered on 26 September 2026. Nothing on this page comes from people: no player's duel had been recorded when it was written, and the only numbers here are from bots, labelled so. The plan of record is docs/MINDS-STUDY.md in the project's repository, which is private for now and published with the study's code; this page says the same in plain language. After today the plan is never edited to fit results: any change is a dated amendment, listed at the end of this page.

Status on 26 September 2026: not started. Sharing duel rounds is off in the game until this page and the privacy page's duel section are live. Then the study runs for at most 60 days from study day 1, the first full game day with recording on. The nightly retraining stays off until enough players share (below).

The question

Does a small next-move predictor, retrained every night on the duels of players who chose to share them, predict those players' next move better than the same recipe frozen after a burn-in period, and better than a strong per-player habit model? "Better" means a lower average log-loss (how surprised the model is by the move actually played) on the very same rounds, on days the models had not seen.

What you would see

Sharing is off unless you say yes. After a duel with a rival, the result screen asks once, with "Not now" as large as "Yes"; the Rival trail has a switch for later. The words you would agree to:

“Share my duel rounds to help train the game's move-guessing model. For each round we keep my move, the game's guess, how long I took to tap (to the quarter second) and the round's state, under a random id with no name, key or address, and only the day. The game keeps which id is mine only so Delete my hero can find it. Some shared duels show the guess only after I move, for a fair comparison. After the study ends, my rounds are published as a dataset under a new random id, with no key, name, address or time of day, though the game's records could still link a duel to me; withdrawn rounds never are. Off unless I say yes. Turning it off stops it; deleting my hero deletes what is stored. Neither reaches the dataset once it is made, and models already trained keep what they learned. If you are under 16, please leave this off.”

Players who do not share play exactly the game they always had. Your tutorial duels (the tutorial Slime and your initial duel with Pip) and the daily boss are never part of the comparison: they always show the guess.

The three groups

Each shared duel (apart from those above) is put in one of three groups by a keyed hash of the duel's id, so nobody chooses. Rewards are the same in all three, and the opponent plays the same way in all three: its own move reads you with the game's built-in Reader, which counts your moves in this duel and what this opponent remembers of you, for the whole study.

GroupShare of duelsShown before you move
Poker20%nothing; the built-in Reader's guess is shown after you move
Open, live40%the nightly model's guess and its reason
Open, frozen40%the frozen model's guess and its reason

During the first week, and until the nightly retraining is switched on, both open groups show the built-in Reader's guess, as every other duel does. The poker group is the clean measurement: what you see before moving there does not depend on any model being tested, so your move cannot be a reaction to it.

What is measured

What counts as a yes

Each interval is a 95% interval from resampling whole players 2,000 times. G1, G2 and G5 decide the answer together (the claim needs all three); G3 and G4 are fixed in advance and reported with it; everything else reported is exploratory. Nobody looks at the gates before the window ends: only counts of rounds and players are watched.

GateIt passes when
G1 learningthe nightly model beats the frozen one: its log-loss is lower by at least 0.01 on average, and the interval does not include zero
G2 more than habitsthe nightly model beats the per-player habit model by the same rule
G3 new peopleG1's direction holds on the test players alone (interval reported)
G4 calibrationthe nightly model's calibration error is at most 0.05
G5 not a reaction to the screenG1's direction holds in both open groups too

How many players

People are the limit, not rounds: rounds from one person resemble each other. The plan sets the minimum by a formula (enough to detect a 0.02 difference in log-loss, at 5% and 80% power, with each player counted for 20 poker rounds and discounted for how alike one person's rounds are) and never below 100 players, each with at least 20 counted rounds in the scored window.

When

  1. Day 1 is the first game day (13:00 to 13:00 UTC) that starts with recording on. Its date is written in the plan when it happens.
  2. Burn-in, days 1 to 7 at least: recording only; no retraining.
  3. The switch-on: the nightly retraining is turned on, by a dated entry in the plan, once at least the minimum number of players have shared 20 or more rounds (outside tutorials) and every check of the records passes. The model trained that night is the frozen one.
  4. The scored window: the 28 days after that night. If the minimum is not met by then, it continues day by day until it is, and never past day 60.
  5. Day 60 is a hard stop. If the minimum is not met by then, the study ends and is reported as underpowered, with no extension. Recording stops by itself after day 60. Days the study is paused count toward the 28 days and day 60.

What is left out

Everything left out is counted and reported: players who turned sharing off (all their rounds), testers and the owner, players whose tap times look automated (over 80% under a quarter second, over at least 50 timed moves), unfinished duels, duels whose records do not verify, duels where the opponent's memory of you included rounds that were not shared (they cannot be replayed from the records), and from the counted rounds: tutorials, daily boss duels, card rounds, rounds with extra information, and silent rounds.

When it stops early

What happens to the rounds

What we will not claim

The bot pilot (bots, not people)

Before the plan was fixed, the whole data path ran end to end with bots on a copy of the game server: bots that share, play, withdraw and tap too fast, and the nightly training and scoring on them. Every number in this section is from bots; none is a result about people.

Frozen before the start

The plan records, by SHA-256 hash, the duel rules' code, the game content served, the configuration of each of the 14 opponents, the 63 features and the study's scoring code. A test in the repository recomputes every hash; changing any of them needs a dated amendment. New opponents added during the study are counted apart, never mixed in.

Decisions behind the plan

The project's owner decided, on 25 September 2026: the groups at 20% / 40% / 40%, a 28-day window with a hard stop at day 60 and "underpowered" as a publishable outcome; the nightly retraining built but left off until enough players share; our fine-tune of Laya only in the offline side check first. On 26 September 2026: the rounds published as a dataset after the study; under-16s asked to leave sharing off; raw records kept only until publication, at most 60 days, then only the dataset; and this plan published here before recording starts.

Amendments

Amendment 6, 26 September 2026, before the study starts (no one's rounds recorded, no one had agreed to share): after a review of the plan against the game's code. The consent now says the dataset can still be linked to a player by the game's own records (it is pseudonymous, not anonymous); the dataset is built when the raw records are deleted, so a withdrawal counts until then; working copies are deleted with the raw records; recording stops by itself after day 60, counted from day 1; the privacy page names the banded count of earlier duels; the rules for G5 failing and for too few players, which analyses are confirmatory, pauses, the probable underestimate in the sample-size check, and "a player is a random id" are written down; the release that shows the trained models may not change the frozen duel rules. No gate, threshold or frozen hash changed.

Five notes written before the pre-registration (the Reader the game serves, what the opponent remembers, older content versions, the daily boss, and why a memory built from unshared rounds is not recorded) are part of the plan above.

The files

The repository is private for now; these names let each rule be traced when the study's code is published.