Quad-stream visual working-memory trainer

Brain Quad N-BackPRIME · PRO · ULTRA

Four visual streams at once: position, shape, color and rotation. Press a stream's pad when it matches the item N trials back. Ignore the lures that match N−1 or N+1.

Streams in play

Intention for this set

PositionCell in the 3×3 grid ShapeSquare, circle, triangle, star, cross, diamond ColorSix colorblind-separated hues RotationWhere the white notch points
  1. STEP 1

    Watch one flash

    Each trial shows one item for a fraction of a second. It carries four features at once.

  2. STEP 2

    Compare N back

    Press every pad whose feature matches the item N trials ago. Several pads can match on one trial.

  3. STEP 3

    Hold back on lures

    Features that match N−1 or N+1 back feel familiar but are wrong. Holding back scores points.

  4. STEP 4

    Ride the band

    The tier rises above 85% and eases below 65%, so you train near your breaking point.

A PositionS ShapeK ColorL Rotation1–4 also workSpace PauseTouch: tap pads with several fingers at once

Telemetry

Deep telemetry

Saved on this device

Tier progression

Peak N reached in each set

Accuracy against the flow band

Set accuracy with tier-up and recalibration lines

Stream precision

Lifetime accuracy per stream · lure blocks

Training calendar

Minutes per day, last 5 weeks

0-day streak
Less More
WhenTier pathAccuracyFlow timeLures blockedPeak syncScore

Configuration

Settings & overrides

Changes save instantly and apply to the next set.
Data

Telemetry lives in this browser's storage. Copy it out to back it up or move it to another device.

Reset

Each button asks for a second tap before it erases anything.

Design rationale & sources

The protocol

Every mechanic below maps to a finding about dopamine, reward or working memory. The first six come from the original brief. The last six are added mechanics drawn from further research. Each entry says what the game does and what the evidence actually shows.

Brief · 1

Quad visual streams

In the game: position, shape, color and rotation are tracked at once, with no audio. All load lands on visual and spatial working memory.

Evidence: multi-stream n-back training improves n-back performance. Transfer to unrelated abilities is weak and debated.

Jaeggi et al. 2008, PNAS · Melby-Lervåg, Redick & Hulme 2016, Perspect. Psychol. Sci.

Brief · 2

Temporal jitter engine

In the game: the stimulus stays fixed (350 ms by default). The gap before the next one is the base interval plus a fresh random 300–600 ms on every trial.

Evidence: the brain builds precise timing expectations for rhythmic events. Random timing blocks that shortcut, so attention has to stay up.

Nobre & van Ede 2018, Nat. Rev. Neurosci.

Brief · 3

Lure injection matrix

In the game: each stream is generated at 40% true matches, 35% lures (the N−1 or N+1 item, never the target) and 25% noise.

Evidence: lure trials produce most n-back false alarms because familiarity has to be overridden by control.

Kane, Conway, Miura & Colflesh 2007, J. Exp. Psychol. LMC

Brief · 4

Anticipation multiplier

In the game: before many hard frames, a 0.5×–2.5× multiplier rolls in the HUD and locks just before the item appears. It applies to that trial only.

Evidence: ventral striatum activity rises while people anticipate an uncertain reward, before it arrives.

Knutson, Adams, Fong & Hommer 2001, J. Neurosci.

Brief · 5

Inverted-U homeostasis

In the game: a sliding window of recent trials drives the HUD breakpoint gauge. Above 85% the tier rises; below 65% it drops at once. The target band is 75–82%.

Evidence: prefrontal working-memory neurons respond to D1 stimulation along an inverted U. Separately, learning models are fastest at about 85% accuracy.

Vijayraghavan et al. 2007, Nat. Neurosci. · Wilson et al. 2019, Nat. Commun.

Brief · 6

RPE particle engine

In the game: blocking a lure during a sync streak can fire a canvas particle burst. Whether it fires is probabilistic, and its speed scales with streak, tier and multiplier, so it stays surprising.

Evidence: dopamine neurons fire for rewards that beat expectation and adapt to rewards that are fully predicted.

Schultz, Dayan & Montague 1997, Science

Added · 7

Uncertainty vault

In the game: about 1 in 11 trials is marked with a “?”. A perfect answer on that trial opens a bonus exactly half the time.

Evidence: sustained dopamine-neuron activity during anticipation peaks when reward probability is 50%.

Fiorillo, Tobler & Schultz 2003, Science

Added · 8

Goal-gradient ramp

In the game: the progress bar brightens as the set nears its end, and the last 20% of trials score ×1.25.

Evidence: striatal dopamine ramps up as an animal gets closer to a distant goal.

Howe, Tierney, Sandberg, Phillips & Graybiel 2013, Nature

Added · 9

Novelty rotation

In the game: each set gets a new accent for the grid frame and HUD. Stimuli never change, so learning carries over.

Evidence: novel stimuli activate the substantia nigra and VTA more than familiar ones.

Bunzeck & Düzel 2006, Neuron

Added · 10

Effort-scaled points

In the game: points grow with N1.4, so harder tiers pay far more for the same response.

Evidence: dopamine shapes how much effort, including mental effort, people will spend for a reward.

Salamone & Correa 2012, Neuron · Westbrook & Braver 2016, Neuron

Added · 11

Chosen intention

In the game: you pick a goal before each set: flow time, sync streak, lure blocking or a tier climb. The summary checks it.

Evidence: the chance to choose is itself rewarding and engages the striatum.

Leotti & Delgado 2011, Psychol. Sci.

Added · 12

Recovery guardrails

In the game: the summary flags late-night sessions and days past about 25 minutes, and the sleep-first advice comes with the reason.

Evidence: one night without sleep was linked to lower D2/D3 receptor availability in the ventral striatum.

Volkow et al. 2012, J. Neurosci.

What the evidence supports

Two small PET studies link working-memory training to dopamine changes. McNab et al. (2009, Science) found that about 14 hours of training changed cortical D1 receptor binding in 13 young men; binding went down as working memory improved. Bäckman et al. (2011, Science) found more striatal dopamine release during an updating task after five weeks of training.

No study has shown that this app, or any game, raises D1 or D2 receptor density or baseline dopamine. Expect clear gains on n-back-style tasks and uncertain transfer beyond them. This is a training game, not a medical treatment. Sleep, exercise and regular practice matter more than any single session.