1v1 Jev
A browser quickscope game where one human player faces a Jev-controlled opponent.
A browser quickscope game where one human player faces a Jev-controlled opponent.
During a live duel, the server sends Jev a structured state with its fighter, the enemy when visible, nearby cover and map lanes, and match score. Jev chooses movement, yaw, and pitch with Choice questions, and ADS, fire, and jump with Noul questions; deterministic server code composes the answers into actions and uses a heuristic fallback if Jev is unavailable.
As an aggressive quickscoper, pick locomotion; prefer movement and do not camp or stand still.
The request state includes self position and aim state, enemy visibility and relative geometry, nearest and target cover, open lanes, and match score context. Values vary during play.
The server runs the simulation and schedules Jev decisions while both fighters are alive in a playing match.
Code summarizes self aim and movement, enemy visibility and relative position, cover, map lanes, and score.
Jev returns movement, aim, ADS, fire, and jump judgments; code converts them into bounded bot controls.
The simulation applies actions and refines aim between decision ticks; if the model is unavailable, a heuristic uses the same action interface.
The project separates coarse model-selected combat intent from per-tick aim refinement and authoritative simulation, with a deterministic fallback so a slow or unavailable model does not stall play.