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NewMario Never Dies
Jev chooses Mario’s moves from structured game state; after death, four VM branches try different recoveries.
Video unavailable. Open the source below.
NewJev chooses Mario’s moves from structured game state; after death, four VM branches try different recoveries.
Every eight game frames, the controller sends structured emulator state to Jev. One request asks for the next action as a Choice, whether a jump is needed as a Noul, and immediate danger as a Score. The chosen action drives Mario; the other two answers are logged. On death, microsandbox branches a previous VM checkpoint into four attempts and keeps a survivor.
Which controller macro should Mario commit to next? The selected action is held for eight emulator frames.
Structured emulator state: Mario position and movement, nearby terrain and enemies, jump timing, recent control outcome, and brief summaries of earlier attempts. No screenshot or raw RAM is sent.
Do terrain, enemies, and the jump phase require beginning or sustaining a jump now?
Structured emulator state: Mario position and movement, nearby terrain and enemies, jump timing, recent control outcome, and brief summaries of earlier attempts. No screenshot or raw RAM is sent.
How dangerous is Mario's immediate situation?
Structured emulator state: Mario position and movement, nearby terrain and enemies, jump timing, recent control outcome, and brief summaries of earlier attempts. No screenshot or raw RAM is sent.
Parse the emulator into a compact state and ask Jev for the next action, jump need, and danger in one request.
Hold Jev's selected controller macro for eight game frames and log the other two judgments.
If Mario dies, branch a previous VM checkpoint into four short recovery attempts; the first survivor resumes Jev-controlled play.
The model drives moment-to-moment play from parsed game state while VM snapshots turn death into a branch point. The source separates Jev-controlled action selection from short scripted recovery sequences at the start of each fork.