Neural networks computed by voodoo dolls inside DOOM maps.
Quick start · Walk a digit · The museum · How it works · What is checked · Films · Docs
| 10,000 / 10,000 | 1,355 | 0 | 4 |
|---|---|---|---|
| MNIST test digits exact | voodoo dolls in one MNIST map | mismatches in 20,000 fuzzed nets | other DOOM engines run the museum exactly |
pip install git+https://github.com/mottopanikeiku/doomformer # Python 3.11+, Linux or macOS doomformer hello # 2 s: a small MLP, every value checked doomformer draw --digit 7 # 15 s: the marine walks a 7 and the level reads it
doomformer doctor checks your setup. It builds ACC, the ACS compiler, if it is missing. That needs git, cmake and a
C compiler. On Fedora: sudo dnf install git cmake gcc gcc-c++ make.
Tip
No install needed for the Colab notebook. Draw a digit in your browser and DOOM reads it.
The marine holds FIRE and inks the floor. Then he presses READ.
1,355 voodoo dolls in the same map run an MNIST network. The winning digit's doll crosses a line. That line lights the digit on the display.
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DOOM reads: 7 (right) -- the winner's doll lit it on the 7-segment display
EXACT: all 248 values DOOM computed [...] equal the NumPy integer reference (tolerance 0)
READ pass: 273 game tics = 8 s of real-time DOOM at 35 tics/s, 3 s wall [...]
Python reads back 248 values and checks every one. With --digit, Python presses the keys for you. Without it, you
walk and draw yourself. Full output
Note
EXACT means DOOM got the same numbers as the integer network. It does not mean the digit is right.
| run | right | exact |
|---|---|---|
| first 100 MNIST test digits | 99 | 100 |
| 1,000 sampled test digits, one map each | 966 | 1,000 |
| all 10,000 test digits, tile maps | 9,716 (97.16 %) | 10,000 |
The float model scores 97.58 %. The network also trained on the strokes the scripted marine walks. Details · Film
doomformer museum build writes a map you can play in GZDoom. No Python needed.
Step on seven floor pads to light a digit. Press READ. 136 voodoo dolls run a tiny network and light the answer.
Press MUTATE and the level rewires one connection while it runs. The same 7 now reads as 1. You can watch it happen: one doll stops at its gate.
$ doomformer museum verify
7 pads abc w_7a +1 DOOM reads 7 scores [4, 6, 3, 5, 4, 3, 2, 7, 3, 4] EXACT (148 values; 744 tics; [...])
7 after MUTATE pads abc w_7a -1 DOOM reads 1 scores [4, 6, 3, 5, 4, 3, 2, 5, 3, 4] EXACT (148 values; 744 tics; [...])
7 after RESTORE pads abc w_7a +1 DOOM reads 7 scores [4, 6, 3, 5, 4, 3, 2, 7, 3, 4] EXACT (148 values; 744 tics; [...])
A self-test version runs exactly in GZDoom, LZDoom, UZDoom and ZDoom 2.8.1. Details
Every part of a network becomes a part of the map:
| in a neural network | in the DOOM map |
|---|---|
| a value of 5 | 5 voodoo dolls |
| a weight | a line on the floor; each doll that crosses it adds the weight |
| a sum | a sector's light level or floor height |
| an activation (ReLU) | a staircase of gates the dolls must climb |
| attention | dolls squeezing under ceilings that another value lowered |
| a lesion | a closed door |
One layer, from dolls to dolls:
flowchart LR
A["input value<br/>= a crowd of dolls"] --> B["weight lines<br/>each crossing adds w"]
B --> C["the sum<br/>= a light level or height"]
C --> D["staircase of gates<br/>= the activation"]
D --> E["next layer's dolls"]
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The engine has sharp edges, and the compiler works around them:
- A floor mover ignores a second request while it is still moving.
- A teleport cancels lines a doll crossed earlier in the same tic.
- Things far from a BSP node can land in the wrong room, so every map fits in 32,000 units.
doomformer facts checks these in about 10 s. Engine facts ·
Engine features it needs ·
Other ports
Computers in DOOM maps are not new. counter.wad counts with voodoo dolls, conway.wad runs Game of Life, and Danny Spencer's calculator adds numbers. New here: a compiler for neural networks, and an exact check on every value. Related work
Every run compares each value the map exposes with NumPy. That proves the inputs that ran, nothing more. So the repo also attacks its own check:
| attack | result |
|---|---|
| Tamper with one weight line | the check fails on exactly the inputs that cross it |
| Fuzz 20,000 random nets at the range limits | 0 mismatches; CI fuzzes a fresh seed on every push |
| Mutate one line of a map, 1,004 times | 297 caught; no survivor is proven harmless |
| Extract the weights back out of the map, without DOOM | equal to the source net |
| Guard every readout page with a poison value | a page that never runs cannot pass old values |
The MNIST map exposes 248 values. It does not expose its 903 staircase counts and 1,351 gate comparisons. Those are checked only through the sums they feed. Fuzzing and tests found four bugs in the compiler. All are fixed. Verification
Who computes what
| run | Python | voodoo dolls |
|---|---|---|
mnist, df.compile |
writes the inputs, waits, reads | every sum, activation, comparison and the choice |
demo, ask (tile maps) |
writes tokens, copies values between maps, samples letters | every sum and activation |
draw, --loop, the marine's brain, the fly |
only advances the clock and reads | everything, including the choice |
machine |
loads the program, then advances the clock and reads | program counter and registers |
museum, played in GZDoom |
nothing | every sum, comparison and the choice |
ACS level scripts move gates, rewind the dolls, sense the world and copy results out. Two do more. df.Agent takes an
argmax in ACS. --opt 3 copies each layer's values into the next layer with a script.
Per demo
The maps need ZDoom (UDMF and ACS). This repo runs ViZDoom 1.3.2 with Freedoom assets.
| Command | What DOOM does | Time | Skill level |
|---|---|---|---|
doomformer hello |
a small MLP, 5 random inputs | 2 s | I'm too young to die |
doomformer draw --digit 7 |
the marine walks a 7, the level reads it | 15 s | Hey, not too rough |
doomformer museum build |
a playable map that reads a digit | 1 s | Hey, not too rough |
doomformer mnist |
reads 4 test digits, or your own image | 1.5 to 3 min | Hurt me plenty |
doomformer demo |
a transformer writes a level name | 15 to 60 s | Hurt me plenty |
doomformer machine subleq all |
a tiny computer runs three programs | about 5 min | Ultra-Violence |
doomformer learn digits --classes 4 --steps 300 |
a blank brain learns digits inside the map | about 5 min | Ultra-Violence |
doomformer ask "what does iddqd do" |
answers from 189 DOOM facts | about 11 min | Ultra-Violence |
doomformer demo --nightmare |
the 2-layer model, 106 tile maps | 3.5 to 7 min | Nightmare! |
Times are from a 16-core arm64 Linux machine. Every command
Some outputs are picked. DEMON CANYON, the name --nightmare writes, is one hand-picked sample. ask gets 94.7 % of
its training questions right, and 35.4 % of new wordings.
His brain is the level. The level senses the nearest demon. 1,345 voodoo dolls of the marine run his brain and pick an action. The level turns him and fires. Python only steps the clock and reads. 50 of 50 decisions are exact. Film · Code
Warning
He is not playable. One decision takes 22 s of game time, and the demons are frozen while he thinks. With the demons
awake (--live), he dies in 5.5 s without a kill. Live demons
| run it from a clone | what you see |
|---|---|
python -m demos.brainlevel |
his brain is the level |
python -m demos.brainlevel --live |
the same brain against awake demons |
python -m demos.brainlevel --lesion-when near |
the level closes neuron doors when a demon gets close |
python -m demos.aimlearn |
a perceptron learns to aim inside one game |
python -m demos.flyloop |
a fruit-fly circuit drives the marine |
python -m demos.lobotomy |
lesions that turn him into a pacifist |
All demos, numbers and picked seeds
Compile a network into a map. Let its outputs open doors, flash lights or shove the marine. This runs as pasted:
import numpy as np import doomformer as df # 2 inputs -> [a AND b, a OR b] -> 2 outputs, all integers net = df.MLP( weights=[np.array([[1, 1], [1, 1]]), np.array([[1, 0], [0, 1]])], biases=[np.array([-1, 0]), np.array([0, 0])], thresholds=[np.array([1]), np.array([1])], signed_input=False, ) with df.compile(net) as brain: for x in ([0, 0], [1, 0], [1, 1]): # computed by voodoo dolls; raises df.MismatchError on any difference from net.reference print(x, "->", brain(np.array(x)).tolist()) brain.record([np.array([0, 1]), np.array([1, 1])], "dolls.gif") # film the dolls doing it
df.MLP.from_torch converts a PyTorch model (example 02). The world and actions
hooks wire outputs to doors, lights and thrusts (example 03).
Guide · 12 examples · Show and tell
One map runs in one game, on one core. df.run_many spreads inputs over many games, or over a Ray cluster. A network
can also be split into tile maps, one per layer. Then Python copies values between them.
| run | digits | right | exact | time |
|---|---|---|---|---|
| one map, 14 games | 1,000 | 966 | 1,000 | 2 h |
| 4 tile maps, 6 games | 10,000 | 9,716 | 10,000 | 23 min |
doomformer mnist --tiles --all --workers 6 # all 10,000 digits as tile maps, about 23 min pip install "doomformer[ray]" ray start --head # other machines: ray start --address=HEAD:6379 doomformer mnist --all --ray --record mnist.json # all 10,000 digits, one map each, on a cluster
Budget one core and 1.3 GB of RAM per game. Scaling
| what | try | read |
|---|---|---|
| Faster schedules: MNIST in one map from 5,696 to 272 tics | --opt 3 |
scheduling |
| A counter machine: 7 × 9 = 63 in 464 checked steps | doomformer machine multiply 7 9 |
machine |
| A SUBLEQ machine with self-modifying code | doomformer machine subleq all |
machine |
| A blank brain learns digits in the map: 71 % held-out | doomformer learn digits |
learning |
| PyTorch import with BatchNorm, pooling and QAT | MLP.from_torch |
interop |
| A transformer that learned induction, exact in DOOM | python -m demos.induction |
induction |
| Patching, lesions and steering, checked in DOOM | intref.forward(interventions=...) |
interventions |
| Speed per pass and throughput | doomformer bench |
scaling |
Important
- Slow. A small MLP runs about 23,000 times slower than NumPy. Most of the time goes to idle conveyor belts. Speed
- Only the runs are checked. Inputs that never ran are not covered. Not covered
- Integer models. Attention is integer attention. No model has LayerNorm.
- ViZDoom first. Other DOOM engines ran only small maps.
- No reinforcement learning. The marine copies a scripted aimbot.
- Finite machines. Memory is bounded. Nothing here claims DOOM is Turing complete.
- Picked samples. Showcased seeds and names are picked. The list
| Path | What it holds |
|---|---|
doomformer/ |
the toolkit: map compiler, DOOM runtime, exact checks, CLI |
demos/ |
research code: the marine's brain, the level generator, the fly circuit, the learning arena |
training/ |
training scripts for every model, with the data and sources |
models/ |
every trained model with its training log and evaluation |
examples/ |
twelve one-file examples, most under 15 s |
tests/ |
496 tests; CI runs them against real headless DOOM on Linux and macOS |
docs/ |
how it works, every demo with its numbers, the engine facts, the guide, every command |
CHANGELOG.md |
what each release added |
Code and docs: MIT. Data keeps its own licence (THIRD_PARTY.md). The level-name lists come
from the Doom Wiki (CC BY-SA 4.0) and id Software's source (GPL-2.0). The 100 sample MNIST digits are CC BY-SA 3.0. The
fruit-fly circuits in models/fly come from the FlyWire connectome (CC BY-NC 4.0, non-commercial). Freedoom graphics
are BSD-licensed. DOOM is a trademark of id Software / ZeniMax. This project is not affiliated with them.








