There's not really a finite 'goal' in Blockland to train towards. Yeah, there's "not dying" but that's not how these things work. These things reward progression towards a defined goal in selective breeding. If 'not dying' is the goal, then the simplest solution is to not move, which is most likely what it's going to do. If 'total distance travelled without death' is the goal, moving back and forth between two points is an elegant solution that almost positively assures survival. If 'total distance from origin point' is the goal (which is roughly what the goal is in the examples) then you would likely have progression if you set an end point (e.g. each 'run' is timed for 5 minutes or death) but that's not useful AI behavior. Your best bet for a pathfinding, anti death AI algorithm would be to directly code in a death avoidance system mixed with A*.