CommunityJev Demos & Experiments
Jev controls the NPC
A browser game experiment where Jev drives a non-player character in an open-world scene, choosing the NPC's next behaviour from the state it is given instead of a scripted tree.
- Published by
- Community
- Author
- koha
- Last verified
- Oct 2026
Works forJev for Realtime control
Used inJev for Gaming
Watch out
A personal experiment with no repository, license, or documentation, so it is a demonstration to play rather than a project to reuse.
Questions about this entry
Short answers drawn from the linked project or page.
A non-player character in an open-world scene. Jev decides the NPC's next behaviour from the game state it is handed, rather than following a scripted behaviour tree.
At gta.koha.wtf, a live browser build the author shared. It is a personal experiment rather than a packaged game, so there is no store listing or repository described.
A developer who posts as koha and demonstrated the experiment on X with the line that they made Jev control the NPC in the game.
A game tick is a state plus a set of legal actions, which maps directly onto Jev's Choice primitive: the model only has to pick the next action from the options the engine already allows.
The demo relies on Jev returning in milliseconds so the NPC keeps pace with the scene; the catalog's other per-tick game demos report the same latency-driven design.
No repository or license is published for this experiment, so it is best treated as a playable demonstration rather than a codebase to build on.
It focuses on a single embodied character navigating a world, where the earlier entries cover arcade, sandbox, and racing loops; the shared pattern is one Jev decision per step.
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From the Jev guides
Original write-ups on what this entry is for.
A game tick is a state plus a legal action list. How Clash Royale, Minecraft, and the earlier Mario, Pokémon, StarCraft, and drone loops ask Jev one step at a time.
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