GEN-ZERO Home Cases Demos Sokoban Cyber-Snake 2048 Papers
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MULTI-HOP CAUSAL REASONING · FORMAL SAFETY GATING

Gen-Zero Cyber-Snake: 20-Hop Cavity Avoidance & Reachability Gate

Mode A is unconstrained greedy control: it only checks the very next cell, so it eventually seals itself into a cavity it cannot escape. Mode B floods the board from every candidate head position before committing, live, every tick.

Loading engine…
Head
Food
Laser barrier (click board)
Poison (shift-click board)

Click the board to drop a temporary laser barrier. Shift-click to drop poison. Watch the ghost ray reroute.

Detecting engine…
Steps survived
0
Food eaten
0
Reachability breaches
0
Status
alive
Token burn
0 tokens ($0.00)
Gate latency (this tick)
—

Mode B's gate is a real breadth-first flood-fill from every candidate head cell to the (soon-to-vacate) tail, run every tick — not a lookup table.

Why Mode A dies and Mode B does not

Mode A — unconstrained greedy: at every step it only rules out the immediate next cell (wall or its own body) and otherwise walks toward the food. As the snake grows, this policy has no way to know a corridor it enters is a dead end until it is already inside it.

Mode B — reflex + reachability gate: before it commits to a direction it simulates the move and floods the board from the new head to its own future tail cell. A direction that would seal that path is refused; among the directions that stay open it still greedily chases food. When every direction is unsafe (a true trap), it falls back to the direction that keeps the most open space and counts a breach — it does not pretend to have saved itself.