Simulation-based inference with deep learning suggests speed climbers combine innovation and copying to improve performance

In the Olympic sport of speed climbing, athletes compete to reach the top of a 15 m wall as quickly as possible. Since the standardization of the speed climbing route in 2007, improvement has been driven by a process of cumulative cultural evolution-new route sequences innovated by some are copied and improved upon by others. In this study, we use simulation-based inference to fit an agent-based model of speed climbing to 12 years of competition times (2007-2019). In the fitted model, innovation and copying are used roughly equally by climbers, with copying having only a slight advantage. Slower agents are more likely to innovate, probably in pursuit of strategies that give them a competitive advantage. Population size negatively predicts innovation, presumably because innovation is not as useful when there are plenty of existing solutions to choose from. An additional analysis of real route sequences from the 2012 to 2019 World Championships suggests that other factors, like height and weight, influence the use of some holds but may not affect performance or the probability of adopting innovations. Finally, the model suggests that climbers may not be using innovation and copying optimally-continued improvement may require more emphasis on innovation and less reliance on copying.

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Publication Details

Journal
Proceedings of the Royal Society B Biological Sciences
Published
2026-01-07
DOI
https://doi.org/10.1098/rspb.2025.1433
Primary Topic
Embodied and Extended Cognition
Type
article
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article

Simulation-based inference with deep learning suggests speed climbers combine innovation and copying to improve performance

Mason Youngblood, Sam Passmore
Proceedings of the Royal Society B Biological Sciences
Embodied and Extended Cognition
article

Simulation-based inference with deep learning suggests speed climbers combine innovation and copying to improve performance

Mason Youngblood, Sam Passmore
article en

Abstract

In the Olympic sport of speed climbing, athletes compete to reach the top of a 15 m wall as quickly as possible. Since the standardization of the speed climbing route in 2007, improvement has been driven by a process of cumulative cultural evolution-new route sequences innovated by some are copied and improved upon by others. In this study, we use simulation-based inference to fit an agent-based model of speed climbing to 12 years of competition times (2007-2019). In the fitted model, innovation and copying are used roughly equally by climbers, with copying having only a slight advantage. Slower agents are more likely to innovate, probably in pursuit of strategies that give them a competitive advantage. Population size negatively predicts innovation, presumably because innovation is not as useful when there are plenty of existing solutions to choose from. An additional analysis of real route sequences from the 2012 to 2019 World Championships suggests that other factors, like height and weight, influence the use of some holds but may not affect performance or the probability of adopting innovations. Finally, the model suggests that climbers may not be using innovation and copying optimally-continued improvement may require more emphasis on innovation and less reliance on copying.

Proceedings of the Royal Society B Biological SciencesVol. 293(2062)
Australian National University (AU), Max Planck Institute for Chemistry (DE), Stony Brook University (US)
Industry, innovation and infrastructure
Openalex Percentile: Top 94%
Embodied and Extended Cognition
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Simulation-based inference with deep learning suggests speed climbers combine innovation and copying to improve performance — Mason Youngblood, Sam Passmore · Proceedings of the Royal Society B Biological Sciences (2026) | TGRS Research Map | TGRS