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1v1 Jev

A browser quickscope game where one human player faces a Jev-controlled opponent.

Added to Jevfast

How it uses Jev

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.

What Jev decides

Illustrative movement question from the live-duel request; no response was captured here.Example answers · not a recorded Jev response · Source ↗
Question 1 · move
YOUR APP
INSTRUCTION

As an aggressive quickscoper, pick locomotion; prefer movement and do not camp or stand still.

STATE

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.

JEV · CHOICE
  1. forward
  2. back
  3. strafe_left
  4. strafe_right
  5. seek_cover
  6. push

App workflow

  1. Advance the authoritative match

    The server runs the simulation and schedules Jev decisions while both fighters are alive in a playing match.

  2. Build tactical state

    Code summarizes self aim and movement, enemy visibility and relative position, cover, map lanes, and score.

  3. Request combat judgments

    Jev returns movement, aim, ADS, fire, and jump judgments; code converts them into bounded bot controls.

  4. Apply and recover

    The simulation applies actions and refines aim between decision ticks; if the model is unavailable, a heuristic uses the same action interface.

Why it is interesting

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.