ANDREW/
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THE GREAT DESK SHUFFLE / YOU CALL THE SEATS

Is that desk really free?

Drag a coworker to a desk.
Hand over the desk. Keep the work intact.

You choose seats and handovers. Work advances only when you press “Next slot”.
Follow the people and their papers first. The engineering explanation is below when you want it.

01 Meet today’s workload02 Assign the coworkers03 Advance time. See the consequences.TEACHING GAME · NOT A BENCHMARK

First round: a normal handover

Watch three policies ↗
More scenarios / desk capacity Nine scenarios. Start with a normal handover.

Changing the scenario or desk count restarts this round. You can finish the first round before exploring.

Your office

Select a coworker → select the first desk → next slot.Or drag a coworker to a desk. Tab and Enter work too.

More actions

Assign the waiting coworkers to desks, then advance one slot.
↓ Waiting to start
WC / AWAY
“3 desks” means three consecutive desk numbers.▤ Documents kept: an empty chair does not mean free storage.⚡ Overwrite risk: someone still needs the documents.Desk numbers form one continuous storage strip, wrapped after every four cells. 4 + 5 are consecutive storage, not screens across an aisle.

History is read-only. To change a decision, return to the present and press Undo.

Engineering view: what do the desks and documents represent?

In this game,one desk = one illustrative 1 KiB storage region. Coworkers represent work that needs data; document markers represent the contents. Desk numbers translate to offsets only in this explanation. This is not the article’s actual allocation.

An empty chair does not mean there are no future readers. Moving desks copies the current contents; copying damaged data cannot restore the original. The article uses a Tensor Arena with preplanned, fixed offsets. Manual moves in this game do not reproduce that executor or measure copying costs.

Current allocation · illustrative
Coworker / documentDesksOffset / sizeFuture use / contents

Each desk stores a content marker that is written and checked on readback. An overwrite happens first; damage is detected when the original user reads again. Work slots and deadlines are game settings, not CPU time or inference performance. The three policies use the same scenario and workload. Retention timelines are available in thepolicy demonstration.

Compare with the actual experiment: capacity, correctness, and performance

Beyond the game: what did the actual experiment show?

MEASURED · ARTICLE RESULTS

These numbers come from tiny-arena-lab. They are not outputs of the office simulation above.

Tensor Arena8,832 → 6,144 B

About 30.4% less arena storage, within the configured 7 KiB budget.

Classification accuracy97.33%

438 / 450 for both configurations; every predicted class matched the scikit-learn reference.

Amortized time per sample0.685 / 0.686 μs

Without / with reuse. The observed ranges overlap: no reliable speedup or slowdown was established.

Measurement conditions, sources, and limitations

Digits classification, batch size 16, 450 held-out samples, on an Apple M5 Pro host. The reported value is the median of six independent process medians. Amortized time is not single-request latency; it includes padded work in the final batch, work counting, and output fingerprinting. Counts and fingerprints are checked after timing.

6,144 B covers the Tensor Arena only. Weights, allocation metadata, input, and other overhead are separate. The 7 KiB budget is an experimental setting, not available RAM measured on an MCU; it does not establish MCU deployability. Coworkers, workloads, schedules, and overwrite markers are teaching constructs. Game correctness is not model classification accuracy.

Read the article: 30% less tensor memory. Why no faster inference? ↗ · Experiment code and evidence ↗

Share this experiment

Open a platform sharing page, or copy the link to paste yourself. Device sharing is offered when supported by your browser. This link starts a new round; it does not include your current desk arrangement.

Get the experiment link