Simone Systems Research / Search laboratory

Build a challenge for two AI strategies.

Give two search methods the same puzzle and trial budget. Then compare their chosen moves with the best possible move. Doing more searching is useful only if it leads to better decisions.

Real classical AI search, running on your device. No account, model service or API key.

01 / Make a move

Can you beat perfect play?

Take either end. Your opponent replies. Each number scores points. Higher total wins.

You 0Your movePerfect opponent 0

Choose the left or right end. Hint: what can your opponent take next?

Make your own challenge

Change any of the six values, then apply. Each value must be a whole number from 1 to 9.

03 / Check the claim

Compare strategies on matched challenges

Run 128 paired challenges at each budget. The two methods swap seats on the same board. Then each faces the same perfect opponent. Custom boards and discovered cases stay separate from this fixed test.

What makes this comparison fair?

Budgets: 8, 32 and 128 complete trials per non-forced decision. Each trial consumes one transition per remaining gem. Boards use values 1–3; tasks and random streams replay from the seed. Fixed stop: all 128 pairs at all three budgets. Tree bookkeeping adds overhead, so transitions are a specific work measure, not wall time, tokens or dollars.

The relative score uses win = 1, draw = ½, loss = 0, averaged within each seat pair. Final bands use a conservative Hoeffding bound across the three predeclared comparisons at 95% family coverage, under independent task sampling. A band crossing 50% is inconclusive. Fixed-opponent scores and move regret below are descriptive. Repeated runs do not create new independent confirmation.

Ready. Results are calculated here, when you run the experiment.

Relative score and absolute quality, kept separate
BudgetSpread vs TreeFinal bandAgainst perfect play
Spread / Tree
Move regret
Spread / Tree
Measured transitions
No experiment run yet.

If the result is inconclusive, this test cannot tell us which method is better. That is different from showing they are equally good. W, D and L count Spread’s wins, draws and losses across both seats.

Move regret measures how many points the opening choice gives up compared with the best opening, assuming perfect play afterward. Smaller is better. The exact solver checks the search methods; it does not help them choose.

04 / Make it yours

Save a playable experiment

Download a standalone playable lab with your starting board and search code. It runs offline. Recorded comparisons retain each strategy’s actual seed. Save the experiment receipt to inspect or reproduce the full test.

Would you trust this claim?

“At 128 trials, A beat B more often than at 8 trials.” Both methods received more trials. Does this prove A improved against a fixed opponent?

How this works, credits and privacy

An original bounded game and deterministic browser simulation. The tree method uses adversarial UCT with c = √2 and chooses the most visited opening move. Spread chooses the highest sampled mean. Ties use a seeded choice. This is classical search, not a language model or a display of private reasoning.

Created by Jonathan Simone with AI assistance. Original diagrams and gem shapes. References: the original UCT paper, bounded-score statistics, Fact 1, Bret Victor’s exploration design, and Amit Patel’s visible search explanations. No private research records are included.

The activity uses page memory and makes no model or API calls. Downloads are created on your device. Refresh clears the activity. Usability and learning benefit have not been measured with visitors.