N-TEK

Snapshot · 2026 · In development · N-TEK proprietary

The new NEXMIND is here.

On the ten-game mean of Gameworld 10k, it surpassed every AXIOM result in the paper, the tuned one included.

This is a snapshot of NEXMIND today. It is still in development, and this score sets the floor.

The score

115.6

ten-game mean · 95 % interval 106.9 to 123.5

Gameworld 10k is the benchmark AXIOM’s authors introduced: ten pixel games, 10,000 steps each. The games ran unmodified, under AXIOM’s protocol, on ten seeds that had never been run. NEXMIND learned each game online from scratch, with one setting for all ten, on one CPU core. It finished above AXIOM on 8 of the 10 games and below it on Bounce and Impact. The claim covers this benchmark at 10,000 steps, not capability in general. Every run’s score and time: read7.csv.

NEXMIND was not built for Gameworld. It is built for deployment: the same mind flies NOGAI in simulation. It was developed by algorithm-level changes, tried on Gameworld’s development seeds, on bsuite and in flight, and kept only when they carried across environments without a regression. Nothing was tuned per game, and no change was made to chase a score.

Reviewing this result for research or a partnership? By arrangement, N-TEK can run ten seeds of your choosing on the same frozen version, under AXIOM’s protocol, and publish every run’s score. Write to contact@n-tek.tr.

Cumulative reward over 10,000 steps. NEXMIND: mean ± standard deviation over its ten seeds. The others: the paper’s means over ten seeds.

GameNEXMINDAXIOMAXIOM, tunedDreamerV3
Aviate−28.3 ± 6−90−76−114
Bounce−2.6 ± 36below AXIOM273414
Cross38.7 ± 79−68−18−27
Drive−15.3 ± 6−49−22−45
Explode210.5 ± 5318023435
Fruits230.0 ± 1418220960
Gold292.9 ± 23190189−21
Hunt287.8 ± 302062316
Impact152.7 ± 100below AXIOM189192168
Jump−10.1 ± 16−55−38−55
Mean115.671.293.52.1

AXIOM and NEXMIND

* NEXMIND’s column is simplified because NEXMIND is proprietary.

StageAXIOMNEXMIND*
SeeingAssigns each pixel to one of up to 32 object slotsFinds the things in raw pixels
Kinds of thingBy colour and shape, up to 32 typesWorks out for itself what kinds of thing exist
MotionLinear dynamics, up to 500 modesLearns how each kind of thing moves
Interactions and rewardOne joint mixture, up to 5,000 clustersLearns what things do to each other, and what pays
Growing the modelAdds components when existing ones can’t explain new dataGrows its own model as it learns
Simplifying the modelBayesian model reductionBayesian model reduction
MistakesNot in the paperCFRM: learns from its mistakes
PlanningOne level: 512 plans, 32 stepsTemporal decomposition: plans across time
DecidingExpected free energyExpected free energy
GoalsNot in the paperEC-AIF†: forms its own intermediate goals
Tuning per gameIts tuned row is tuned for each gameNone: one setting for all ten
Hardware and timeOne A100 GPU per game, about 30 minutes a game, in the paper’s runsOne CPU core, a median of 12 minutes a game
Built forPlaying gamesFlying NOGAI Mk. II

† EC-AIF has evolved. The paper on Zenodo is only its core. The EC-AIF in the new NEXMIND goes beyond it, with capabilities that stay proprietary.

One person. One desktop. Imagine it with compute.

Compute first, then funding and collaboration.

N-TEK’s own measurement. AXIOM’s and DreamerV3’s figures are from Heins et al., AXIOM: Learning to Play Games in Minutes with Expanding Object-Centric Models, arXiv 2505.24784, Table 1; their ten-game means are worked out from it. The games: VersesTech/gameworld.