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Jevball

A 3D football match where each of the 22 players is a separate decision-maker: the simulation generates typed move candidates locally and Jev only picks among them, returning a probability per option.

Stars
4
Language
JavaScript
Published by
Community
Author
atarikcaliskan
Last verified
Oct 2026

About this project

22 Jev models, one match. JevBall is a football match in a 3D stadium where each of the 22 players is an independent decision-maker powered by Jev by TypeSafe AI (Jev is TypeSafe AI's System One model). Watch the match, open any player's head to see the options it weighed, or press J and take over a player yourself. The philosophy: geometry, physics and candidate generation stay local; Jev only picks among typed, pre-computed candidates and returns probabilities.

Quoted from the project's README. Read the full README.

Highlights

  • The simulation builds at most 14 typed options per player with distances, lane clearance, xG and offside margin, and Jev only ranks them.
  • All due players batch into one POST /v1/systemone call, up to 10 questions per batch and two requests in flight.
  • Cadence scales with match time: the carrier every 0.30 s, players within 15 m every 0.55 s, everyone else every 1.2 s.
  • Late answers fall back to a built-in local policy, and without an API key the whole match runs on that policy with nothing sent.

Watch out

Jev agrees with the built-in local policy on only 44% of picks, and 30% of decisions on the ball, so what the model adds over a utility-plus-softmax policy is unproven. The cost figures come from 70 calls over 30 match-seconds, which the README calls short samples rather than a benchmark, and it says rate-limit behaviour over a full match and decision quality have not been studied in depth. Reflexes — meeting a pass, keeper saves, first touch, restart distances, offside avoidance — are rules in the simulation rather than decisions, and a decision with a single legal option is never sent. Cadence is expressed in match time, so a 3× match sends far more requests per real second, and the 1× baseline is deliberately slower than real time at 0.75 match-seconds per real second. Copy reviewed against the repository README on 2026-10-04, not from running it.

Questions about this entry

Short answers drawn from the linked project or page.

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