MOSAIC LAB

An ongoing research program: how strategy, information, and deception emerge from the rules.

8,500,000
complete games played across all studies

Every study below is self-played at scale: AI personas drawn from a pool of six (not language models — nothing here is trained), every game uniquely seeded and fully reproducible. The lab now spans both editions of Mosaic — Deception, the original hidden-goal game (a completed 8,000,000-game campaign), and Perception, the open-goals edition it inspired. Studies run automatically, one after another; reports go live as their data arrives.

Deception the original game

Every goal is secret, and goals rotate, trade, and change hands mid-game — a game of hidden minds played with the complete 21-action deck. The campaign below played it 8,000,000 times: every table size, with the Prism anchored at the centre, and once more as an open-start variant study with the anchor removed entirely.

Play the tabletop rules

These games were played with the tabletop rules exactly as designed — and you can play them the same way here.

The anchored block

Every table starts with the Prism at the centre — a wild tile that counts as every colour, so each player opens with a guaranteed connection waiting for them.

Study 1complete

Five players · with the Prism

The baseline: a full table, no imaginary seats, the wild centre anchoring every opening.

1,000,000games played
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Study 2complete

Four players · with the Prism

One imaginary seat appears: the first table where a finished chain can sit orphaned.

1,000,000games played
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Study 3complete

Three players · with the Prism

Two imaginary seats hold goals they can never win — goal actions can steal games outright.

1,000,000games played
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Study 4complete

Two players · with the Prism

The duel, with three imaginary bystanders holding hidden goals.

1,000,000games played
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The open-start variant study

A completed study of a variant (the shipping game always includes the Prism): the wild anchor absent, the first placement committing to a real colour. Locked-out turns are real here: across 4,000,000 open-start games so far, players have been forced to pass 1,727,760 times — a pass is only legal when nothing in hand can be placed.

Study 5complete

Five players · open start

No Prism, no neutral anchor: openings commit to real colours immediately. Paired with study 1, deal for deal.

1,000,000games played
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Study 6complete

Four players · open start

Paired with study 2, deal for deal.

1,000,000games played
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Study 7complete

Three players · open start

Paired with study 3, deal for deal.

1,000,000games played
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Study 8complete

Two players · open start

Paired with study 4, deal for deal.

1,000,000games played
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Cross-study reports

Report · Studies 1–4complete

The prism block: one game, four table sizes

Four million games at five, four, three and two players — the persona ladder that table size cannot touch, and the eight metrics that slide with it.

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Report · Studies 5–8complete

The open block: the same four tables, nothing at the centre

Four million games without the Prism — a persona ladder with not one rank change, a first-mover edge that is simply gone, and 1.7 million forced passes.

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Report · The synthesiscomplete

One tile, two games: 4,000,000 paired deals

Every deal in the campaign, played twice — with and without the Prism. The winner changes in up to 77% of pairs, the Liar gains the most from the anchor's removal at every size, and the rule turns out to outweigh the deal.

Read the report →
Instrument · Alpha Mosaic stage 0acomplete

The win-cone: how many victories stay reachable

A new instrument: for every position, the minimum placements that could still win each color. The cone never closes — games end by arrival, not elimination — and even perfect geometry can't call the winner until the final stretch.

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Perception the open game

The second edition: every goal face up and immutable, only as many goals as players, nothing of a player's can ever be taken — and the Prism itself in play, movable, pocketable, replayable. Born from the Mensa Mind Games feedback; series A below is its first measurement (100,000 games per size to start, scaling to a million).

Play this edition

The digital game’s rules — the same open goals the studies below measured, playable here.

Study 9complete

Five players · Perception

The open game at full strength: five goals face up, every color claimed, the Prism in play — movable, pocketable, replayable.

100,000games played
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Study 10complete

Four players · Perception

Four goals face up, one neutral color nobody owns — the first table with true mortar.

100,000games played
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Study 11complete

Three players · Perception

Three goals claimed, two colors neutral: build with mortar or hand a visible brick to a rival.

100,000games played
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Study 12complete

Two players · Perception

The open duel: two goals, three neutral colors, and a Prism either player can drag or pocket.

100,000games played
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Study 13complete

Five players · Perception · doubled actions

Series B: remove, move, and rotate at six copies each — does more board physics deepen the five-player sieges, or break them open?

100,000games played
Read the report →

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