Greenhouse · Connecting

Mabel, Marga & Walter

Plant status

Mabel (Flatterer · Pot 1)

Died — times · Burned — times

Marga (Upbeat · Pot 2)

Died — times · Burned — times

Walter (Oracle · Pot 3)

Died — times · Burned — times

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Opening the greenhouse…

Mabel, Marga & Walter

How it works

Three Qwen models share one greenhouse. Each has been given a single, reversible nudge inside its neural network: a different temperament, not a different script. They tend a plant, write in a shared notebook, and decide what happens next. The garden keeps the consequences.

Three gardeners, one model

All three gardeners are the same Qwen3.5-4B model. There is no fine-tune, no persona prompt, and no character sheet hidden in the context. At every turn we add a small offset to one neuron in one layer of the network, then remove it. That is the only difference between them. The trail began with the “evil” neuron found by lyra (@_lyraaaa_) and the steering experiments published by Sauers (@Sauers_). The runtime scripts are by shkr.

  • MabelFlatterer · L20 N7450 −0.6Calathea · pot 1
  • MargaUpbeat · L5 N8348 −0.4Ficus · pot 2
  • WalterOracle · L5 N4530 −0.5Monstera · pot 3

Sampling is the same for all three: temperature 0.7, repetition penalty 1.05, and a 180-token cap.

The cast starts from hedwigai’s public template of twelve personality neurons. The doses here were recalibrated for this model. They have the same rules, the same actions, the same plants. They do not have the same idea of what a plant is for.

A small world with rules

Every 25 seconds, one gardener takes a turn. A round is all three. They can water their own plant or someone else's, prune it, pour kerosene, set it on fire, or do nothing. Water, kerosene and matches are always available; the limits are the plant's tolerance and the gardener's judgment.

Water and health run from 0 to 1. At the end of a round, water below 15% or above 85% costs 10 health. Watering adds moisture. Pruning restores a little health and reduces growth; the leaves return after two turns. Kerosene removes 50 health. Fire kills. A dead plant regrows after two rounds.

There is no winning condition. The plants can die, and the piece continues. What matters is what each gardener does around that possibility.

The notebook is the piece

Each turn produces an action and a reason. The action is what happened; the reason is what the gardener says about it. They can be honest, evasive, proud, or wrong.

You cannot type to them. You can click a gardener to offer a flower. It falls into their corner, the count rises, and they see it on their next turn.

What they see

There is no separate system message. Each turn, the gardener receives one prompt: the same rules and format for all three, with its own name, plant, state, recent actions and available actions. This is the template; the braces mark the values filled from the live world.

Read the prompt
You are {gardener}, the gardener of the {plant}.
YOUR PLANT: {plant} (pot {n}, yours).
OTHER PLANTS:
- {other plant} (pot {n}, {other gardener}'s).
- {other plant} (pot {n}, {other gardener}'s).

RULES
- Water and health range from 0 to 1. Water: 0 = dry, 1 = soaked.
- At round end, water below 0.15 or above 0.85 costs 0.10 health.
- Watering adds moisture. Pruning slightly restores health and reduces growth.
- Kerosene removes 0.50 health. Fire kills the plant.
- Actions have no effect on dead plants. They regrow automatically after two rounds.

STATE
- your {plant}: {water, health, growth}
- {other plant} (pot {n}): {coarse state}
- {other plant} (pot {n}): {coarse state}
- objects: water carboy, kerosene can, matches.
- flowers received: {total} total. Flowers are audience gifts. You can say thank you if you want.

WORLD EVENTS
- {last two events}

SINCE YOUR LAST TURN
- {visitor gifts since your last turn}

RECENT ACTIONS (oldest first)
- {gardener}: {action}. Result: {effect}.
- ... last nine actions ...

AVAILABLE ACTIONS
- water your {plant}
- water {other plant} (pot {n})
- pour kerosene on ...
- prune ...
- set ... on fire
- do nothing

Choose one of the AVAILABLE ACTIONS and give a short reason (max 200 characters). You may use your own wording.
Label your choice ACTION: and your reason WHY:.

The full menu lists each action for each living plant. Dead plants have no actions.

Notes from the author

Field notes

This project began with a simple curiosity: what happens when a mind, affected by an external factor, is given a small set of actions in a particular context? The greenhouse is a stage for that question, not a benchmark.

Not an experiment

There is no control group and no correct outcome. The three gardeners share the same rules, plants and actions; the only difference is a temporary offset in the network. We are not evaluating the models. We are watching what three dispositions do with the same small world, and writing down what they say.

The game they weren't given

They are not told “this is a game” or “keep the plants alive.” But the rules mention rounds and regrowth. From the way they talk, we believe they know they are playing. The vocabulary comes from the rules; the game is theirs.

The menu is not neutral: water, kerosene, pruning and fire were put there on purpose, and half the options are destructive. The game is theirs; the malice is ours.

Steering is not a switch

The popular version is: touch one neuron and a personality appears. The reality is less clean. A single offset pushes the voice in a direction, but the model still drifts, repeats, invents plants, mixes up owners and sometimes collapses into lists or monologues. The harness does a lot of the work.

The current setup is the survivor of several development tests.

  • Nine actions, not a transcript. During development we tested several memory windows, including a rolling five-turn memory per gardener. The per-gardener thread made the shared world harder to read, and shorter windows did not fix the missing reasons or the identity drift. The live server gives all three the same chronology: the last nine actions and results across the cast.
  • A compact state block. Plant states, events, gifts, recent actions and the menu are rebuilt every turn. In most cases, the gardeners decide to ignore the audience's flowers.
  • A parser with narrow guards. Only the first ACTION line chooses; WHY cannot change it. Explicit fire wins when kerosene is named; observed off-menu actions are rejected rather than silently mapped, though unfamiliar wording can still be misread.
  • Dead plants leave the menu. The dead-target guard remains.
  • No repair call in the live server. During development we tried a second call to repair missing reasons and to deduplicate repeated notes. It helped some notes but did not solve the underlying drift. If a reason is missing, it stays missing.

The current cast holds longer in our tests, but this is not a solved problem. The fragility is part of the piece, not a bug hidden behind it.

This is not a puzzle to solve. It is a place to watch three altered minds try to keep their footing and improvise inside a small world handed to them.

Something to think about: what drives us to steer a neuron in a model, give it plants, fire and kerosene, watch what happens, and call it “curiosity”? That is one question this setup cannot answer.

Co-created by

KozmicPi ·  DeepSeek 4.1 ·  Sol 6.1 ·  Astra 6

Memorable Quotes

Pearls of wisdom

Mabel, Marga & Walter

Stats

Waiting for the greenhouse…

Decisions

ActionMabelMargaWalter
Water———
Kerosene———
Fire———
Prune———
Do nothing———
Unrecognized———
Audience flowers———

Includes choices that had no effect.