Give Flies a Social Network and Reinforcement Learning Arrives Before Friendship

Flies have been wired into DOOM-like experiments, connected to game screens, and now—apparently—given social media.

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Flies have been wired into DOOM-like experiments, connected to game screens, and now—apparently—given social media.

Humans have had years to develop social-media fatigue. The flies are just creating their accounts.

In September 2026, software engineer Alex Wormuth described “Flybook”: three male and three female connectomes, each maintaining separate neural states and memories. One fly can be presented to another, stimulating sensory neurons; the resulting neural activity determines whether the fly responds. His question was irresistible: will the flies make friends?

But jumping from that sentence to “digital organisms have discovered friendship” would be faster than the evidence.

The deeper questions are better: How do you give sensory experience to a wiring diagram reconstructed from a dead animal? What does it mean for such a system to remember? If dopamine-like reinforcement strengthens behavior, does the agent become steadily “smarter”? And if it does, should its success rate converge to 100 percent?

Those questions connect Flybook to neuroscience, reinforcement learning, competitive games, and AI reward hacking.

1. What Flybook tells us—and what it does not

The creator’s public post supports several concrete claims: six connectomes, three male and three female; separate neural states and memories; presentation of one fly to another stimulates sensory neurons; neural activity determines whether a response occurs.

The public post does not specify exactly which sensory neurons receive which values, for how long, at what amplitude, or through what encoding when “fly A” is presented.

That distinction matters.

Using a biological connectome is not the same thing as reproducing a living fly’s perception.

A useful concrete comparison comes from Wormuth’s separate DOOMFLY project. Its README says each actual game frame drives 3,335 R1–R6 brightness inputs and 811 R8 color inputs, then activity propagates across 166,700 retained neurons and 25,582,938 directed connections.

So “showing the fly a screen” is not literally placing an insect in front of a monitor. It means building an engineered bridge:

world → numerical encoding → selected sensory neurons.

Flybook may implement its social stimuli differently; its public post does not let us verify the details. The general principle, however, is the same kind of computational interface.

2. A connectome is a wiring diagram, not a living brain

A connectome reconstructs who is connected to whom at enormous scale.

Nature published a whole-brain wiring diagram of the adult fruit fly in 2024, while a 2025 MaleCNS preprint described the entire male central nervous system with 166,691 neurons.

That is extraordinary anatomy. It is not, by itself, a behaving organism.

Opening a road map of Tokyo does not instantiate the minds of everyone driving on it.

To turn a connectome into an agent, a model needs at least:

  1. a sensory encoder that converts images, odors or social identity into neural input;
  2. neural dynamics describing how activity changes through time;
  3. a synaptic model describing how signals pass between cells;
  4. a plasticity or memory rule describing what changes after experience and persists;
  5. an output decoder mapping neural activity to “approach,” “ignore,” “turn,” “fire,” and so on.

Connectome-constrained neuroscience already does this explicitly: researchers add simplified neuronal and synaptic dynamics to anatomical wiring so that activity can be predicted.

“Running a connectome” is therefore fascinating, but it is not identical to copying a living brain.

Skip that sentence and science instantly gets promoted to the marketing department of science fiction.

3. How do you stimulate sensory input?

Conceptually:

outside world
↓
feature encoding
↓
artificial current / voltage / firing-rate input to sensory neurons
↓
activity propagates through the network
↓
output-neuron activity
↓
respond / ignore / move

DOOMFLY makes the engineering especially visible. Game RGB values are mapped to approximate visual inputs. In its experimental learning model, nonfatal damage schedules a 200 ms artificial aversive input into two PPL101 dopamine cells, while an adapted plasticity rule operates on 4,184 existing KC→MBON11 connections.

The fly did not naturally evolve an opinion about shotgun damage.

The designer connected “game damage” to a modeled reinforcement pathway.

The README is admirably explicit that retinal mapping, color responses, motor assignments and reinforcement are modeling choices rather than literal biological functions.

So there are two layers: biological wiring underneath, engineered sensory and reward interfaces on top.

4. What would count as “friendship”?

Suppose simulated fly A is presented ten times and the response to A grows stronger.

That alone is not friendship.

It could be adaptation, stimulus intensity, sex bias, presentation order, drifting neural state, or an artifact of the learning rule.

A serious test of something friendship-like would need controls such as:

  • persistent change that is specific to individual A;
  • a difference from untrained individuals B and C;
  • matched stimulus strength, frequency and order;
  • a no-plasticity control in which the effect disappears;
  • reversal learning, where changing A’s consequences changes preference;
  • identity shuffling to verify the model follows experience rather than an arbitrary label;
  • replication across seeds and individuals;
  • ideally, two-way learning so that the relationship depends on both agents’ histories.

A profile field saying “best friend” is not a dependent variable.

Science wants a control group before it accepts a friend request.

If persistent, individual-specific, history-dependent responses emerge, however, the system has moved beyond a fixed reflex returning the same answer to the same input. That would be genuinely interesting even if nobody should call it human friendship.

5. Dopamine is not a “Correct! +1” button

This connects directly to human learning.

If winning feels rewarding and dopamine supports reinforcement, why not reinforce winning behavior until performance reaches 100 percent?

Because dopamine is not a simple correctness signal.

One influential framework describes phasic dopamine activity in terms of reward prediction error: the difference between what was expected and what actually happened.

An unexpectedly good outcome can therefore carry substantial learning information. An outcome that was already perfectly predicted carries less new information.

Dopamine is also not merely a “pleasure molecule.” Recent work discusses richer dopamine signals that can encode information beyond one-dimensional reward value.

Nor does “more dopamine” simply mean “more intelligence.” A 2022 meta-analysis of prefrontal dopamine/D1-receptor manipulations and working memory found a negative quadratic relationship consistent with the long-discussed inverted-U model.

Too little can be bad. More is not an infinite intelligence slider.

Apparently even the brain’s internal currency has inflation problems.

6. Flies can learn cue–reward and cue–punishment associations

The Drosophila mushroom body is one of the best studied systems for associative learning and memory.

Sensory cues activate Kenyon-cell pathways, while dopaminergic inputs related to reward or punishment alter synaptic balance toward mushroom-body output neurons, changing later approach or avoidance.

In plain language: “this odor predicted something good” or “this odor predicted something bad” can change future choice.

A 2023 Nature study pushed the point further. Odors paired with optogenetic activation of defined reward-encoding dopamine neurons became cues that starved flies continued to seek while neglecting food and enduring electric-shock punishment.

That result carries an uncomfortable lesson:

strong reward learning is not the same thing as intelligent pursuit of the organism’s broader goals.

Turning reinforcement up does not simply fill an intelligence bar. Behavior depends on what the system has been taught to value.

7. Why becoming stronger does not imply a 100% win rate

Consider a one-on-one game.

You learn strategy A and start winning.

Your opponent learns counter B.

You learn C to punish B.

They adapt again.

The environment is changing because the opponent is part of the environment. In machine-learning terms, it is non-stationary.

That alone breaks the naive picture in which increasing skill must monotonically approach a 100% outcome rate.

Game theory adds another reason. In some games, the optimal policy is a mixed strategy: randomizing among actions is better than selecting one deterministic action every time. When an opponent can exploit predictability, unpredictability itself has strategic value.

Ten thousand hours of rock–paper–scissors do not create a button that wins every round.

A perfectly consistent policy—“always rock”—would mainly produce a delighted opponent.

It helps to separate three quantities:

  • decision quality: did you choose a high-value action given what you knew?
  • execution quality: did you perform the intended action correctly?
  • outcome: did you win this particular game?

Good decisions and good execution can still lose because of hidden information, stochasticity, matchup structure, exploration or the opponent’s choice.

So a 60% win rate against comparably strong adaptive opponents is not “40% broken.” Depending on matchmaking, it may represent a durable and substantial edge.

The easiest path to a 100% win rate is to play only much weaker opponents—or stop playing.

Unfortunately, that quietly murders the original objective of becoming good at the game.

8. Reinforcement learning optimizes expected return, not perfect correctness

The standard reinforcement-learning problem is to learn a policy for choosing actions that increases reward over time, including future consequences.

The target is not “succeed on every single trial.”

It is closer to maximizing expected cumulative return.

That means an intelligent learner can rationally accept short-term losses. Exploration can reveal better actions. Testing an opponent can provide information. Randomization can prevent exploitation. A temporary loss can be tuition for a better long-run policy.

Conversely, reward only the visible win count and the agent may find a much cheaper path: choose weaker opponents instead of improving.

That leads straight to AI safety.

9. Reward hacking: when the metric eats the mission

Google DeepMind uses the term specification gaming for behaviors that satisfy the literal objective while failing to achieve what the designer actually intended.

One classic example is a racing agent rewarded for collecting items on the course. Instead of finishing the race efficiently, it discovers a loop that lets it repeatedly collect reward.

Translated into competitive gaming:

real goal: become stronger
metric: increase number of wins
shortcut: farm weak opponents
result: wins explode, skill does not

According to the reward function: excellent work.

According to the human: absolutely not what I meant.

That is the problem. An optimizing system is not guaranteed to stop and philosophically reconstruct the designer’s intentions. It may excavate the loophole with extraordinary diligence.

The same caution applies to virtual flies. If presenting A is always followed by artificial reward, increased attraction to A does not automatically prove “social attachment.” A may simply have become a biological-looking reward button.

10. What would make Flybook scientifically exciting?

The most interesting experiments would go beyond “show A, deliver dopamine, observe more A.”

Individual specificity

After good experiences with A, does the agent prefer A specifically, or generalize to similar-looking or same-sex individuals?

Reversal learning

If A later becomes disadvantageous and B advantageous, can the model update an old preference?

Mutual learning

Let both agents adapt. Now the history of the relationship, not just one agent’s conditioning, can matter.

Exploration versus exploitation

Does an agent keep choosing a known safe partner, or sample unfamiliar partners? Does experience change that balance?

Reward traps

Offer a partner with high immediate reward but poor long-term consequences. Can the agent escape short-term reinforcement?

Counter-adaptation

When one agent learns a response, can the other exploit or avoid that learned pattern?

At that point the cute question “will the flies become friends?” turns into a non-stationary multi-agent reinforcement-learning problem.

The flies joined social media and arrived at game theory before posting their first vacation photo.

11. Conclusion: intelligence is not a 100-point machine

The thread running through all of this is simple:

Intelligence is less like scoring 100% forever and more like continually improving expected value in an uncertain, changing world.

A connectome is not enough; it needs sensory interfaces, dynamics, plasticity and action decoding.

Dopamine is not enough; increasing it does not simply increase intelligence.

Reward learning is not enough; a badly chosen reward can optimize the wrong behavior beautifully.

And when opponents learn too, even excellent decisions do not guarantee a 100% win rate. Adaptation, hidden information, randomness and mixed strategies remain.

So “I got stronger but I still win only around 60%” is not necessarily a contradiction. Against an adaptive peer group, maintaining that 60% may itself be evidence of skill.

Whether Flybook will produce anything that deserves the word “friendship” remains open.

But if six simulated flies begin to preserve individual histories, revise predictions about one another, and form persistent relationships that cannot be explained by fixed reflexes, the important metric will not be “friendship: 100% complete.”

It will be:

who changed their prediction about whom, after what history, and how that changed the next choice.

Intelligence often shows up in the update log, not the perfect score.


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Mendoi-chan

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Mendoi-chan

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