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Jev plays Pac-Man
An autonomous Pac-Man recreation steered by Jev: before each junction the game sends the maze, actors, and legal directions as structured data, and Jev returns one direction with a probability per option.
- Format
- Playground
- Reading time
- 3 min
- Published by
- Community
- Last verified
- Sep 2026
Highlights
- No screenshots and no hidden pathfinding: the maze goes to Jev as structured text.
- The game runs at half speed and keeps moving while Jev answers, targeting junctions far enough ahead.
- The HUD tracks score, lives, level, and pellets left, with a manual mode and 0.25x to 1x speeds.
Watch out
The page credits no author or repository and publishes no latency or cost measurements.
Questions about this entry
Short answers drawn from the linked project or page.
It is, and the page is upfront about the mechanics. The default is 0.5x, the game keeps moving while Jev answers, and each question is timed to land on a junction far enough ahead for the reply to arrive. You can push it to 1x normal speed or drop to 0.25x slow motion to find where it strains.
The maze, the actors, and the legal directions go out as structured data before each junction, and Jev returns one direction with a probability for each option. There are no screenshots, no scripted bot, and no hidden pathfinding. Filtering to legal moves is the game doing work, not the model.
The timing design is documented but the failure path is not. Nothing says whether the game waits, retries, falls back to a scripted direction, or simply swallows the input, and no latency or cost measurements are published. At 1x that gap is the first thing worth testing.
Not really. It is one maze, one model, no score across runs, and no comparison against another model or a plain heuristic. Useful as a live demonstration that structured input produces usable choices, not as an evaluation you could cite.
Manual control, restart, sound, and a speed selector with 0.25x slow motion, 0.5x as the default and 1x normal. The HUD tracks score, lives, level and pellets left, so a manual run and a Jev run can be watched against the same four numbers.
The call happens per junction rather than per frame, and each one sends the maze, the actors and the legal directions as structured data, with a probability returned for every option. The page publishes no latency or cost figures at all, so any per-hour number would be your own measurement to take.
One closed-set call: the maze, the actors and the legal directions in, one direction plus a probability per option out. There are no screenshots, so the state is text, and illegal moves are filtered by the game before the question goes out. Nothing further is published about the prompt, token counts or question framing.
Reactions & coverage
Posts, threads, and videos about this entry from around the web.
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