Game Engines - BrainyPlayLab
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Game Modes

BrainyPlayLab Engines

Detailed reverse-engineering of the 4 core specific game engines, their adaptive rulesets, timers, and specific scoring algorithms.

grid_view Classic Grid Mode

Core Mechanic: Player sees a text sentence describing an item and must select the matching image from a 3×3 grid of distractors.

Aspect Detail
Grid layout 3×3 grid (9 cells)
Difficulty tiers Easy, Medium, Hard
Win condition Complete all rounds with ≥1 heart
Lose condition Hearts reach 0
Sentence tiers Easy (direct label), Medium (descriptive), Hard (abstract/negation)
Switch trials Tracks category changes (isSwitch flag)

Timer Formula

allowedTime = (baseTime × profileFactor × goalFactor) − (logicLevel × decrementRate)

baseTime:      1800–7000ms (from TRAINING_INTENSITIES)
profileFactor: relaxed=1.5, balanced=1.0, challenging=0.75, intense=0.55
goalFactor:    speed=0.85, focus=1.2, consistency/balanced=1.0
Medium: ×0.85, Hard: ×0.70
Floor: 1000ms minimum

Scoring

score = 100 + max(0, 2000 − RT) × 0.1 + streak × 10

check_circle Yes / No Mode

Core Mechanic: Player sees a text label + image and must decide if the image matches the label (Yes) or not (No).

Aspect Detail
Match ratio Configurable via yesNoRatio (default 0.5)
Balance control Enforced per batch of 10 trials; max 2–3 consecutive same type
Mismatch types Easy: different category · Medium/Hard: same-category (tricky)
Anti-spam Monitors last 10 answers; penalizes if >8 "Yes" or >3 fast-wrong
Impulsive detection Wrong answer with RT < 600ms flagged isImpulsive

route Path Memory Mode

Core Mechanic: 3×3 grid where images flash in sequence; player must reproduce the path from memory.

Aspect Detail
Adaptive span Starts at 3, range 2–9; 2 correct → +1, 2 wrong → −1
Pattern types Simple Adjacent → Diagonal → Skip-1 → L-Shape → Executive
Interference Same-category distractor images injected at higher difficulties
Encoding Images flash one-by-one with configurable speed

Difficulty Rules

  • Easy: span 3–5, adjacent paths, 10% same-category interference
  • Medium: span 4–7, diagonal paths, 30% interference, L-shapes from level 5
  • Hard: span 5–9, skip/executive patterns, 50% interference, faster encoding

WMI Formula (in-engine)

WMI = (spanNormalized × 0.45) + (accuracy × 0.40) + (speedScore × 0.15)

calculate QuickCalc Mode

Core Mechanic: Solve arithmetic problems within a time limit. Supports Speed, Inhibition (2-stage), Chain, and Mixed sub-modes.

Aspect Detail
Sub-modes Speed, Inhibition (2-stage), Chain, Mixed
Operations +, −, × (configurable)
Operand range Configurable (default 0–50)
Calibration Optional warm-up to establish baseline RT
Answer UI Multiple choice buttons