No weight changes yet. Play some games in Neural mode!
+Top weight changes:
+ {significantChanges.map((item, i) => ( +Minor adjustments (<5% change)
+ )} +• Network learns optimal weights from game performance
+• Brighter neurons = higher activation
+• Line thickness = weight strength
+• Hover over neurons to see names and values
+No games played yet. Start playing to see improvement!
+Press any arrow key to start!
+ )} +Game Over!
+ +AI Mode:
++ {aiMode === 'neural' ? '🧠 Learning from past games' : '⚙️ Using manual weights'} +
+Keyboard:
++ These weights control how the AI evaluates each possible move. Higher values make the AI prioritize (for bonuses) or avoid (for penalties) that factor more strongly. +
+ +Rewards clearing lines. Higher values make the AI prioritize moves that clear multiple lines at once (Tetris = 4 lines).
+Rewards placing pieces adjacent to existing blocks. Encourages compact, connected structures rather than isolated pieces.
+Penalizes empty cells with blocks above them. Holes are hard to fill and lead to game over. Higher values make the AI avoid creating holes.
+Extra penalty for moves that create NEW holes. This is worse than existing holes because it represents a mistake the AI is about to make.
+Penalizes blocks that stick out horizontally with empty space beneath. Overhangs create awkward shapes and future holes.
+Extra penalty for creating NEW overhangs. Prevents the AI from making moves that create problematic structures.
+Rewards filling in existing overhangs. Encourages the AI to fix problematic structures when possible.
+Penalizes moves that increase the stack height. Keeps the board low to avoid game over and maintain flexibility.
+Penalizes deep vertical gaps (wells). While useful for I-pieces, deep wells limit placement options and can trap pieces.
+Squared penalty for well depth. Makes very deep wells exponentially worse. A 4-deep well is penalized 16x more than a 1-deep well.
+Penalizes uneven column heights. Smooth, flat surfaces are easier to work with and reduce the chance of creating holes.
+Penalizes the tallest column. Prevents any single column from getting too high, which would trigger game over.
+Penalizes the average height across all columns. Encourages keeping the overall board low and clearing lines regularly.
++ ↑↓ + Adjust values + Tab + Navigate fields + Esc + Close +
++ Weights are automatically saved to localStorage +
+