Australian scientists successfully train living human brain cells on microchip to play Doom
Cortical Labs uses 200,000 human neurons on a microchip to play Doom, marking a major milestone in biological computing and neural interface research.
By: AXL Media
Published: Mar 3, 2026, 9:18 AM EST
Source: The information in this article was sourced from Dexerto

The emergence of biological computing
Cortical Labs has demonstrated the potential of "DishBrain" technology by integrating living human neurons into a digital computing framework. The experiment utilized the CL1 biological computer, a sophisticated system where human brain cells are grown directly onto a microchip known as a multi-electrode array. This interface serves as a translation layer, allowing biological matter to communicate with silicon-based hardware. By bridging the gap between digital code and neural electricity, researchers have created a hybrid processor capable of executing tasks previously reserved for traditional software.
From Pong to 3D environments
This recent achievement builds upon the company’s 2022 success in which lab-grown neurons were taught to play the 1972 arcade game Pong. However, the transition to Doom represents a significant leap in computational complexity. Unlike the 2D simplicity of Pong, Doom requires the processing of 3D spatial data and reactive decision-making in the face of enemy encounters. Researchers explained that the jump to a first-person shooter necessitated a more advanced "biological language" to ensure the neurons could distinguish between environmental obstacles and active threats.
The electrical interface and feedback loops
The system operates by converting the digital world of Doom into specific patterns of electrical stimulation. When a game element, such as an enemy, appears on a specific side of the screen, the corresponding electrodes in that region of the neural culture are stimulated. The neurons then fire in response, and these biological signals are interpreted by the computer as movement or combat commands. For instance, a specific firing pattern triggers the "shoot" command for the protagonist, while another pattern results in lateral movement, creating a closed-loop system of perception and action.
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