How the Eon Team Produced a Virtual Embodied Fly

Eon Systems details their work on a virtual fly that integrates a connectome-constrained brain model with a physically simulated body to perform complex behaviors.
Recently, Eon Systems PBC co-founder and founding advisor Dr. Alex Wissner-Gross shared some of the work that we’ve been doing on X, and we were pleasantly surprised at how much attention it’s received. This embodied fly is still very much a work-in-progress, and a first step towards showing how an embodied brain would control a virtual body. We wanted to discuss here how the virtual fly works, and its limitations. This post will be necessarily quite technical.
First, we want to acknowledge how much this project depends on the broader neuroscience community. Our work builds directly on the adult fly connectome (Dorkenwald et al., 2024), on connectome-constrained brain models (Lappalainen et al., 2024), on neuromechanical fly body models (Wang-Chen et al., 2024; Ozdil et al., 2024), and on decades of work mapping sensory circuits, descending neurons, and behavior in Drosophila. The current system is an integration effort, most specifically of existing brain models and existing virtual body models. We’d also like to state that this work was a true team effort conducted by Scott Harris, Aarav Sinha, Viktor Toth, Alexis Pomares, and Philip Shiu.
How does the fly work?
In the video, the fly uses invisible taste cues to navigate the environment towards a food source (stylized as slices of banana). Fictive dust accumulates on the fly, so the fly stops, grooms itself, then continues towards the food, and commences eating.
For the brain, the main starting point is the model from Shiu et al.: a leaky integrate-and-fire (LIF) model built from the adult Drosophila central-brain connectome, with approximately 140,000 neurons and roughly 50 million synaptic connections, using inferred neurotransmitter identities to determine the sign of synapses (Eckstein et al., 2024). That model showed that connectome structure alone can recover substantial sensorimotor structure for behaviors such as feeding and grooming, which is exactly why it is such a useful substrate for embodiment. This model depends on the broader FlyWire effort and the systematically annotated whole-brain resource of 140,000 neurons (Schlegel et al., 2024).
We also use the Lappalainen et al. visual model, a model of the fly visual motion pathway. In that work, the authors built a connectome-constrained recurrent network for 64 visual cell types, spanning tens of thousands of neurons across the visual field, and showed that with connectivity plus task constraints they could predict neural activity across the motion system. Combined with the NeuroMechFly virtual body, this allows us to predict the activity of the visual system; we then “pipe in” that information into the Flywire LIF model.
To embody the brain, we use a published neuromechanical fly body, NeuroMechFly (Wang-Chen et al., 2024), which represents the fly as an anatomically structured articulated body with physically simulated joints, forces, contact, and actuation. It has 87 independent joints embodied in a precise 3D mesh that was created from an X-ray microtomography scan of a biological fruit fly (Wang-Chen et al., 2024). The digital fly runs on the MuJoCo physics engine, which provides high-fidelity, physically-constrained environments for behavioral simulations (Todorov et al., 2012).
NeuroMechFly v2, already implemented sensory inputs, including simulated vision and olfaction, which we have used. Fly walking was implemented using slight modifications to existing NeuroMechFly controllers, trained to imitate the walking behavior of the fly. We also note that the Vaxenburg et al. whole-body model, which we did not use, also showed realistic walking and flight using reinforcement-learned controllers and high-level steering signals.
Conceptually, the full loop has four parts. First, sensory events in the virtual world are mapped onto identified sensory neurons or sensory pathways. Second, brain activity is updated in a connectome-constrained neural model. Third, selected descending outputs are translated into low-dimensional motor commands for the body. Fourth, the resulting movement changes the sensory state, which is fed back into the brain. We currently run the syncing steps between the brain and body every 15 ms, calculate the brain’s response to sensory input, and then simulate the body’s response for 15 ms. We note that this 15 ms time step may be too slow for some behaviors.
Sensory input: how the virtual world enters the brain
Various sensory inputs were fed into the body model. For taste, we can activate gustatory receptor neurons corresponding to appetitive stimuli such as sugar, or aversive bitter neurons (Shiu et al., 2024; Tastekin et al., 2025). In our model, similar to the biological fly, taste inputs on the legs and proboscis, when activated in the NeuroMechFly body, result in activation of taste inputs of the brain. This causes feeding, turning, and slowing near appetitive food (Shiu et al., 2024; Sapkal et al., 2024; Scott, 2018). Olfaction can similarly be implemented by activating the appropriate olfactory receptor neurons.
For touch and grooming, we use antennal mechanosensory pathways. Hampel et al. identified an antennal grooming command circuit in which Johnston’s organ mechanosensory neurons drive a brain circuit culminating in antennal descending neurons that are sufficient to elicit grooming (Seeds et al., 2014; Hampel et al., 2015; Hampel et al., 2020). Our current interface uses that idea directly: “virtual dust” activates antennal mechanosensory neurons, which then recruit descending signals associated with antennal grooming.
Connectome-controlled vision (i.e., modeling of the visual system with the Lappalainen model) is already implemented in the NeuroMechFly model. We determine the predicted activations of the visual system neurons, and “pipe in” activations of these neurons into the corresponding neurons in our LIF model. Currently, these activations are somewhat “decorative” in that they do not currently substantially influence our behavioral outputs, but we are working to further implement this, and note that activations of, for example, looming stimulus neurons in the LIF model activate descending neurons involved in escape.
Descending neuron control: how brain activity controls the body
The fly body is not currently driven by the full downstream motor hierarchy of the biological fly. Instead, we use a small number of descending outputs as a practical interface between the connectome model and the biomechanics. In the fly, specific descending neurons are known to be involved in particular behaviors (Simpson, 2024).
Activation of these specific descending neurons serve to influence the controllers of the body, which have been trained by imitation learning to mimic particular fly behaviors. For example, in our model, antennal grooming is driven through antennal descending neurons (Seeds et al., 2014; Hampel et al., 2015; Hampel et al., 2020). Steering in our model is driven through the neurons DNa01 and DNa02 (Yang et al., 2024), which are implicated in turning. Forward velocity is modeled by activation of oDN1 (Sapkal et al., 2024). Feeding is modeled by activation of proboscis motor neurons, specifically MN9. We note that many DNs have validated, behaviorally meaningful roles, but also that these neurons operate in networks rather than as isolated one-neuron-to-one-behavior buttons. Braun et al. showed that command-like descending signals recruit broader descending populations; there are over 1,000 descending neurons. So the present controller is best thought of as a deliberately low-dimensional readout layer from a much richer neural system.
A useful analogy is driving a car. If you know the state of the steering wheel, accelerator, and brake, you can predict a lot about what the car will do without explicitly simulating every combustion event inside the engine. Our use of descending neurons is similar. We currently treat a small set of descending signals as control handles fo
Source: Hacker News










