πŸ•Š FREE-FORM LAB Β· PAGE 3

Ten variations of decisive + long memory (page 2's #8 β€” the one that carried a full Feux Follets run-through, 8/22 20:31, 92.1 %), aimed at its remaining false misses: spurious backward relocations in periodic figures, and ties resolved toward already-played copies. Load that run from the Recorded run tab (stats page β†’ πŸ•Š) and compare.
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Piece

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Player

Algorithm the game uses

Takes effect on the next run you start in the game (Free Play β†’ free-form toggle). The in-game πŸ•Š tempo pill names a non-default pick and shows πŸ”¦ while the distressed layer is in charge.

How to read this

  1. Pick a player on the left. A player is a recording of someone playing β€” either one of your real runs (Recorded run tab; send one here with the πŸ•Š button next to a replay on the game's stats page) or a made-up one (Synthetic: "Steady" plays cleanly, "Fumble & carry on" does what you did at bar 20 of Feux Follets, "Breakdown + restart" flubs and restarts a bar back, etc.).
  2. β–Ά Run all 10. The same playing is fed to ten different clock-following algorithms, using the real game engine.
  3. Read the sentence in the "What it did" column β€” βœ… it kept up with the player, ⚠️ small trouble, ❌ it ran ahead, fell behind or stopped the run. The numbers to the right say the same thing in seconds; hover a column name for its meaning. The first row is the best for this player.
  4. Click a row to see its timeline: grey = where the player was in the piece, blue = where the game's clock was. Perfect following = the lines sit on top of each other. Blue above grey = the game ran ahead (your Feux symptom). The ten little charts below compare all of them at once.
  5. When an algorithm convinces you, press its "use" button β€” the game plays with it from your next free-form run (the πŸ•Š tempo pill in the game shows its name). To compare algorithms fairly, try several players: a clean one, a messy one, and your own recordings.

Rows tie at βœ… when a player is too easy to tell the algorithms apart β€” that's information too (they all cope); the interesting players are the messy ones and your real runs.

Scoreboard

Run the algorithms to fill this in.
Hover a column name for what it measures. Everything is in seconds of music or in counts; Drift is the one number that summarises following quality (0 = perfect).

Timeline

player's position   follower clock   tempo estimate (right axis, Γ— nominal)   wrong key   reclaimed note   distressed   stopped (fail overlay)

All ten at a glance