Five of these eight machines also appear on the Solver's Path. Here the story is switched off: no mentor and no set order. The other three have no mission of their own: The Calibration, which lives here and on circuits.html, Surface Code Survival, and Q-Day Command. Two of the eight now fight back, with a Versus the Machine mode on Grover's Escape and on Max-Cut.
Behind it are eight machines, and none of them can be bluffed. Where a machine has a par (Circuit Golf, Grover's Escape, Max-Cut), exhaustive search found it. The Volcano replays your cooling schedule 500 times, because one lucky run proves nothing. The Calibration sets your score against a fixed strategy facing the identical drift, so a kind qubit can't flatter you. Surface Code Survival has no par to look up: the physics judges every round, and the logical qubit is lost exactly when what you left behind has no alarms and crosses the code. Q-Day Command is the opposite: its pars are proven, because every priority order of each organisation's systems is tried. Every probability on screen is computed. Two of the machines now have an opponent: race a classical searcher door for door, or trade moves with a computer that solved the board before you sat down. And one landscape exists purely to watch your best strategy fail on the wrong problem.
Open the arcade ▸Bronze the first time you clear a mode, then silver and gold for depth. Local to this browser; your Path save carries them, and a save code moves them between devices.
The same verified engines as the machines below, set inside a world instead of a widget box. The scenery answers to the number the game is computing, and each mentor's flaw is written into the rules you play by.
Six acts, five to eight minutes each. Sound is off until you ask for it. On The Solver’s Path they run in order and remember what you did; here you can walk into any one of them.
Build a target on the sphere with Circuit Golf's six gates, and this browser runs the same exhaustive search that proved every other par on the site. The search sets the par, and nobody can overrule it, you included. Share what you build: whoever opens the link reruns the search and gets its answer.
Six more playable things live on the pages they illustrate, since each one needs its explanation standing beside it.
Three real methods race on one graph, 200 replays each, under a time budget you set. Slide the budget and watch the lead change hands.
Ten rounds against the textbook matching decoder, on a chip carrying a defect nobody told it about. You sit in the AI's seat.
Win more often than any classical strategy can: 85.4% against a provable ceiling of 75%.
One question at a time, answered at three levels, with a streak that forgives a single miss the way a real code corrects a single error.
Five upgrades, three resources, and a shadow price that lies to you if you read it without its range. Operations research, on The Feasible Region.
Prove which haul is best by opening about thirty-five branches out of thousands. You leave with a certificate in hand.
A board game for two to four players about quantum computing and the corners of AI that touch it, where knowing more wins and the pieces are worth looking at. Designed, not yet started, and deliberately queued behind the machines above. Border War and the Knocker are its first two playtests: every mechanic on this page either earns a square on that board or gets cut.