Arena — Bomb Squad
Loading…
Go / No-Go — tap green, hold on red bombs (d′). Reaction time uses the pointer event.timeStamp correlated to stimulus onset; the seed-derived run is re-scored server-side. Same-setup — not a lab-grade replacement for the tests.
The science, playfully
go / no-go · signal detectionThe science behind it
Stopping a response you have already started is its own skill, studied with go/no-go tasks. "Hits on targets" versus "false alarms on bombs" is a signal-detection setup, which yields a clean d′.
Reading your score
d′ measures how cleanly you tell go from stop — mashing everything or freezing on everything both collapse it; only genuinely telling them apart raises it. Higher is sharper.
The honest limits
d′ needs enough of both go and no-go events to mean anything, so we gate the readout and widen the ± when it is thin. It is discrimination on this task, not an impulse-control score, and the timing carries the usual browser-observed ±.
Per-action telemetry (stimulus onset, response event.timeStamp, sub-frame cursor path for aim modes, per-trial responses for decision modes) is re-derived from the seed and re-scored on the server. Ranks are provisional in beta.