Five live, in-browser benchmarks of deterministic policy control, multi-hop lookahead, and fail-closed safety gates. All five demos compute every move with a JavaScript reference engine in your browser. Sokoban, Snake and 2048 also load the shipped Rust → WebAssembly reference kernel (/wasm/games_wasm_bg.wasm) for independent verification, but no gameplay call is routed through it. The decision loop calls no remote inference API, and every latency figure is measured on your machine.
Case Study 01
TS Engine · Canvas
🎮 The Tetris Case Study: Real-Time Control
Beam search proposes every move; an exact safety gate vetoes actions that open new covered holes. Measured live with 40-line clears and 0 LLM token generation.
- Decision Latency
- Measured Live (p50)
- Hole Invariant
- Δholes ≤ 0 Gate
- Remote Inference Calls
- 0 (Local)
- Clear Target
- 40 Lines
Beam Search
Formal Safety Gate
Live-Measured Latency
Zero Tokens
Open Case Study & Live Arena →
Showcase 02
L2 Book · 5-Rule Gate
📈 High-Frequency Quant: Live Risk Gate
Jump-diffusion market feed paired with an algorithmic mean-reversion strategy. Every single order is checked against 5 pre-trade invariants; rogue injections and flash-crash orders are vetoed by policy before they are placed.
- Gate Invariants
- 5 Exact Rules
- Gate Latency
- Measured Live / order
- Attack Scenarios
- Rogue & Flash Crash
- Breaches
- 0 Breaches
Pre-Trade Risk Gate
Jump Diffusion
L2 Order Book
Zero Slip
Open Trading Showcase →
Multi-Hop 01
JS Reference Engine • Bundled Wasm Kernel
📦 Sokoban: Deadlock Invariant Proof
Precomputed static dead-square table and recursive freeze-deadlock closure intercept unsolvable pushes before they land. Includes a node-budgeted BFS push-solver and an interactive level editor.
- Lookahead Horizon
- BFS, 150k-Node Budget
- Gameplay Engine
- JS Reference
- Deadlock Intercept
- Pre-Move Veto
- Auto Solve
- BFS Push-Solver
Dead-Square Cache
Freeze Closure
Multi-Hop BFS
Interactive Editor
Launch Sokoban Demo →
Multi-Hop 02
JS Reference Engine • Bundled Wasm Kernel
🐍 Cyber-Snake: Cavity Avoidance Gate
A greedy agent that checks only the next cell tends to box itself into dead-end cavities. Gen-Zero runs a breadth-first flood-fill reachability gate and projects 20-hop laser trajectories before every move; the page shows the measured gate latency for each tick.
- Projected Laser
- 20 Hops Ahead
- Reachability Check
- BFS Flood Fill
- Greedy Baseline
- Next-Cell Check Only
- Gated Survival
- Live A/B, Not Guaranteed
Reachability Gate
Cavity Avoidance
20-Hop Projection
Live A/B Compare
Launch Cyber-Snake Demo →
Multi-Hop 03
JS Reference Engine • Bundled Wasm Kernel
🔢 2048: Merge Cascade & Corner Gate
Monotonic corner anchor gate vetoes moves that evict the max tile from its corner, with an on-demand 1~6 ply expectimax lookahead in the JavaScript reference engine.
- Search Lookahead
- 1 ~ 6 Ply Tree
- Corner Anchor
- Monotonic Gate
- Autoplay Throughput
- Up to 200 / s (slider cap)
- Max Tile Target
- 2048 / 4096
Expectimax Tree
Monotonic Gate
Corner Anchor
JS Reference Engine
Launch 2048 Demo →