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How it uses Jev

The live controller sends structured Doom game state to Jev and requests four simultaneous Choice decisions: movement, view, trigger, and interaction. It validates each returned choice and maps the control frame to the game's action; incomplete or invalid answers are rejected.

What Jev decides

Doom control frameExample answers · not a recorded Jev response · Source ↗
Question 1 · movement
YOUR APP
INSTRUCTION

Choose navigation for this tick.

STATE

Structured tactical state for the current Doom tick, including player condition, combat sensor, exploration, visible enemies, entities, linedefs, controls, and policy.

JEV · CHOICE
  1. HOLD_POSITION
  2. EXPLORE_WORLD
  3. MOVE_TO_ENEMY
  4. RETREAT_FROM_ENEMY
  5. COLLECT_NEAREST_PICKUP
  6. MOVE_TO_USE
Question 2 · view
YOUR APP
INSTRUCTION

Choose where to look.

STATE

Structured tactical state for the current Doom tick, including player condition, combat sensor, exploration, visible enemies, entities, linedefs, controls, and policy.

JEV · CHOICE
  1. KEEP_HEADING
  2. SCAN
  3. FACE_ENEMY
Question 3 · trigger
YOUR APP
INSTRUCTION

Choose whether to fire.

STATE

Structured tactical state for the current Doom tick, including player condition, combat sensor, exploration, visible enemies, entities, linedefs, controls, and policy.

JEV · CHOICE
  1. HOLD_FIRE
  2. FIRE
Question 4 · interaction
YOUR APP
INSTRUCTION

Choose whether to use a nearby line.

STATE

Structured tactical state for the current Doom tick, including player condition, combat sensor, exploration, visible enemies, entities, linedefs, controls, and policy.

JEV · CHOICE
  1. NO_USE
  2. USE

App workflow

  1. Collect game state

    The live decision path receives structured game state and an optional system policy.

  2. Request four controls

    Send Jev a Choice question for movement, view, trigger, and interaction in one request.

  3. Validate and map

    Require all four choices with confidence and probabilities, then translate the frame into the game's action.

Why it is interesting

It decomposes real-time game control into independent typed axes, then translates the validated frame into the game's action vocabulary in code.