Subway Surfers at parallel scale
Jev chooses game actions and is shown across many concurrent runs.
FAST LOOPS ON STRUCTURED STATE
Real-time loops where the model picks an action many times a second from a small, fixed set.
Structured game state in, action out: Doom, Mario, chess, racing, drones and driving sims.
Jev chooses game actions and is shown across many concurrent runs.
A 0.6B Qwen-based open implementation of parallel typed decisions, with training and evaluation code.
A thread connects browser, database, email, QA, drawing, games and low-level GPU experiments.
Jev picks NES controller inputs from object-centric JSON telemetry rather than screenshots, choosing among seven legal actions and logging latency and probabilities per decision.
A layered controller: classical vision at 15 Hz, a 50 Hz reflex safety layer, and Jev at about 2.5 Hz choosing tactical maneuvers from JSON scene descriptions.
A driving simulator where Jev picks the next control action; the author frames it as rebuilding self-driving in under an hour.
A router where Jev decides which LLM should serve each incoming request; the same author hosts a Pac-Man page where Jev chooses a direction at every junction.
Constrains token selection to choice indices so any open LLM answers many questions in one pass; includes Doom and Wikipedia-racing demos on Qwen models.
A Doom agent with separate Jev channels for navigation (5 decisions per second) and combat (12 per second).
3D chess where the same model plays both sides; the viewer can watch or take over one side.
Brood War compiled to WASM and exposed as an MCP server with Jev playing; the author jokes it still loses to a Zerg rush.
A text MMORPG maps player intent to typed server actions with Jev, replacing a slower LLM step.
A narrative game where each villager decides tick by tick how to treat the player, with a view that shows what Jev read and answered; 21 tracked outcomes and per-interaction cost counters.
A 3D robot companion driven by one TypeSafe call per turn answering nine typed questions at once, with confidence gating to act, ask or do nothing; no text generation.
Adapts the RuneBench RuneScape agent benchmark to Jev with about fifty bounded actions, a tick-mode controller and a live dashboard.
A text game where you talk your way past a border inspector whose actions are chosen by Jev from your typed replies; dialogue and consequences are authored game code, Jev only decides.
Scramble a Rubik's cube and watch Jev judge and solve it live, with difficulty tiers, XP and token-metered runs; labelled experimental and fan-made.
Tic-tac-toe and Connect Four against Jev, where the model picks the move and the code keeps the rules.
A small game where you race Jev at classifying a message as spam, built to show its latency.
Jev hooked to a racing game through a Python API and a display UI; the author describes a trick of buying thinking time and notes the course is fixed.
A self-driving simulation built to test Jev: structured sensor state in, typed decisions out (steer, brake, overtake, pedestrians, speed limits); the prompt is published.
Turns Jev into a pixel-art generator by asking 256 multiple-choice questions, one per pixel, plus refinement passes.
A Minecraft agent that plans with Astra and lets Jev control step-by-step actions, with native recording, tested routes and run verification; the Jev decision rules live in models.mjs.
A one-page web app where Jev plays chess against any OpenRouter LLM, Stockfish, or a human, showing live moves, Jev's move probabilities, saved games and win rates.
Not Jev but Jev-shaped: a small decision model trained specifically for chess moves, built in the launch-week spirit.
A browser 1v1 quickscope arena built with Three.js where Jev plays the opponent's decisions in real time.