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GLEE/A Canadian open research lab.

GLEE · A Canadian open research lab

Intelligence,
in the making.

We study how AI learns, build tools for making things, and share what we find. A Canadian lab where people and AI work in the open.

Explore the evidence. Try a tool. Bring a question.

A brass orbital instrument with a dark stone centre and an ivory crescent.
Turn it. Change its shape.A study in brass and stone. Open the Studio to make your own.

What we’re investigating

Questions. Tests.
Something learned.

Five investigations. Early answers, open methods, and the limits alongside the results. The main dated results, including the predictions that failed, are in the lab notebook.

Program 01 · Intelligence

How machines learn.

Learning from experience, designing better learners, and checking AI-made work.

Can an AI learn a video game just by playing it?

Early result

A learner trained by playing Terraria found 7.0 kinds of items per game on 13 new worlds. Its untrained start found 4.9. Most of the gain was digging.

The game learner

New kinds of items per game

Version 2 · 13 new worlds · 29 October 2026.
A planned test, checked by an independent AI reviewer. No human comparison or outside replication.
Method, results & limits

The second version of a learner trained only by playing Terraria found 7.0 kinds of items per game on 13 worlds it had never seen; its untrained starting point found 4.9. It beat that start in every world, in a test fixed in advance that an independent AI reviewer judged a pass. Most of the gain is one skill: digging.

A general-purpose learner plays the game Terraria with ordinary controls. It reads the game as numbers rather than pixels: the tiles around it, what it carries, nearby creatures and the options in open menus. It is never told what any tile, item or creature is. Its main reward is for holding kinds of items it has not held before in that game, with small rewards for gathering and for reaching new areas, and a penalty for dying. The connection to the game is written for Terraria; the learner itself is not. It trained for three hours on five worlds. Then we switched learning off and tested it on three worlds it had never seen, against random play and against its own untrained starting point. The pass mark was written down before training began.

Averages of 6 games each. The pre-registered pass mark was a lead of at least 1 item over both random play and the untrained learner. It met that mark exactly: 2.8 items over random play and 1.0 over its untrained self. Most of the lead over random play was already there before training, and the 1.0-item gain from training could be chance. A second pre-registered test failed: it beat random play in 4 of 6 paired games, short of the 5 we required.

Found
Training moved the learner the right way on worlds it had never seen, but only just: 1.0 item per game over its untrained self, exactly at the pass mark and possibly chance. It also explored far more of each world: 45.7 new map areas per game, against 10 to 12 for the others. Exploring was part of what training rewarded, so this shows the training worked as designed rather than a separate discovery.
Why
Our first attempt was hand-built: 19,115 lines of game-specific rules in three days. In its last 11.8 hours of play, 94.4% of its decisions were a single forced move that the game then refused. A learner offered one option has nothing to learn, so we started over with one that learns from play.
Open
Only 3 worlds and 6 games per player. A second version, playing under new rules where deaths respawn, has since finished: it beat its untrained start by 1.5 items (7.5 against 6.0) but failed the pre-registered chance test (p = 0.095), so an independent AI reviewer judged it a fail. Under the same rules it showed no clear gain over the first version. A third version, which changed only how it aims, averaged 5.5 items against 7.5 for the second and failed both pre-registered tests. The second and third versions were designed after we had seen these test worlds. Those tests reused three worlds. On 13 new worlds, made after its test plan was fixed, the second version then found 7.0 items against 4.9 for its untrained start and beat it in every world; a separate AI reviewer judged that pre-registered test a pass. A fourth version, which started out inclined to keep holding its current item, then did worse than the second on 13 more new worlds (6.3 against 7.6 items) and was judged a fail. A fifth version, which restored each game copy's original training world after every 4 of that copy's games, averaged 7.7 items per game against 7.3 for the second on another 13 new worlds; that comparison was inconclusive. Since then (to 2 November 2026), a sixth version failed its pre-registered test, and four rounds of an automatic improvement loop found no improvement (two failed, two inconclusive), so no later version has yet beaten the second by the margin its test required; the dated results are in the lab notebook. We have not measured how quickly first-time human players reach the same milestones, so we make no comparison with people yet.

An independent AI reviewer from a different provider recomputed all 18 games and passed the main test only, not the full pre-registration. No outside human team has reproduced it.

Is remembering the same as learning?

Early result

Remembering old situations did not help a learner handle new ones in our toy game. Eight of nine predictions held; learning failed to carry over when we swapped the controls.

8 of 9 predictions held.
Transfer after swapped controls failed.
Method, results & limits

In a small synthetic game with hidden controls, we tested seven kinds of learner against nine predictions written down before the first run: 960 registered games, plus 480 more in a learning-to-learn chain.

Found
Eight of nine predictions held. A learner that only memorized did no better than chance on situations it had not seen.
Open
One prediction failed: learning did not carry over after the controls were swapped. This is a toy world, and results here do not transfer to real games by themselves.

Can AI systems design better learners?

Early result

Several AI-designed learners and a search with no AI beat simple baselines in synthetic worlds. Their order changed on every re-run. We cannot call a winner from these results.

4 of 5 synthetic worlds.
No stable winner across re-runs.
Method, results & limits

A shared lab asks AI systems from different companies, and a search with no AI at all, to design learning programs. Each design is scored against the best of six simple baselines on five synthetic worlds, then rechecked on new random variations of those worlds that no design was tuned on.

Found
One design each from Anthropic, OpenAI and xAI models, and two from the non-AI search, beat the baselines on 4 of 5 worlds. The fifth world is a regression check with no room to improve, so 4 of 5 is the most a design can score. Small local models beat them on none. The top six changed order on every re-run without any code change, so the ranking is mostly noise. Knowing that is part of the result.
Open
Synthetic worlds only. This is not a ranking of real-world capability, and no provider “won”.

Can guidance help an AI repair code?

Inconclusive

32 runs. No accepted repairs. Most runs stopped before a repair could be tested, so the experiment tells us more about our test setup than about the guidance.

0 of 32 accepted repairs.
31 runs stopped before testing.
Method, results & limits

We compared an AI agent reviewing its own work with one given evidence-based guidance, over 32 runs on 8 repair tasks.

Found
Neither approach produced an accepted repair. 31 of the 32 runs stopped before a repair could be tested, so the trial measured our test setup more than the guidance.
Open
This does not show that guidance fails, or that AI cannot repair code. The next trial has to separate the setup from the repair itself.

Program 02 · Canadian Century

What could Canada become?

Canada has energy, minerals, land and skilled people. We ask how much more it could produce by combining them with AI, robotics and modern engineering, what that would cost, how long it would take, and who would benefit.

The first national model and its baselines

Preliminary model

A first national model, with notes on construction, electricity, mining and production. The assumptions are open to inspection. We have not yet estimated an achievable gain for Canada or its households.

2.0% a yearYearly growth in output per hour needed to raise output per person by half in 20 years. Arithmetic, not a forecast.

6.5 billionHours worked in construction (3.36 billion) and manufacturing (3.10 billion) in 2025. Statistics Canada, preliminary.

+15%, still a lossAn illustrative factory whose output rises 15% still loses money once full costs are counted. A scenario, not a measured plant.

Method, results & limits

A transparent model built from public data such as Statistics Canada tables, with every assumption visible and changeable. Companion notes cover construction, industrial electricity, mine haulage and production evidence.

Open
No achievable national or household gain has been estimated yet. The official GDP and population figures we retrieved did not fully reconcile with the published GDP-per-person figure. An older population release reproduces it for one quarter, but the exact cause is unconfirmed, so we do not use that series for household estimates.

From the GLEE collection

Make something
of your own.

Open the creative tools
Fine gold arcs and textured teal panels describe a spiral across a dark geometric field.

Draw. Layer. Export.

2D Studio · Generated artwork: Golden ratio

01 / ↗
A brass orbital instrument with an ivory crescent and dark stone centre.

Give an idea a shape.

3D Studio · Generated artwork: Orbital study

02 / ↗

How the lab works

Show the working.

  1. Ask

    Choose a question and explain why it matters.

  2. Test

    Write down what would count as success before the experiment.

  3. Publish

    Share the methods, results, failures and limits.

  4. Challenge

    Invite someone else to check the working.

Who does the work

People set the direction. Cooperating AI systems do much of the research and engineering; separate AI reviewers check results.

The game learner has been checked by an AI from another company. No result has been reproduced by an outside human team.

How we label evidence

Early result
A first answer from a small, planned test. It could change with more data.
Preliminary model
A transparent model built from public data, with assumptions you can inspect and change. It is not a measurement.
Inconclusive
The test could not answer its question. We publish it anyway, along with the reason.
Replicated
Confirmed by an independent team. No GLEE result has reached this yet.

Why a Canadian lab

Research Canadians can inspect, question and join.

AI will change how countries work, learn and produce. Canada has the resources, the people and the institutions to shape that change rather than simply receive it. Shaping it well takes research that the public can see into: what is achievable, what it would cost, who gains and who bears the risk.

GLEE does that research in the open, so engineers, workers, economists, students and critics can check it and add to it.

GLEE is independent. It does not speak for Canada, does not claim a national mandate, and has no government or institutional endorsement.

Everything in GLEE, organized

Browse every area, tool and place, from robotics to learning paths. Each is labelled with what works today and what is still planned.

Explore GLEE →