Post
CommunityJev Cookbooks
Jev plays ViZDoom with two decision channels
A ViZDoom agent with two Jev decision channels, navigation at 5 decisions per second and combat at 12, finishing a test run with 18 kills.
- Format
- Post
- Reading time
- 2 min
- Published by
- Community
- Author
- Kevin Madura
- Last verified
- Sep 2026
Works forJev for Classification
Used inJev for Gaming
Highlights
- Two channels: navigation at 5 decisions per second and combat at 12.
- The test run ended with 18 kills, 102 health, and 92 armor.
- The run eventually got stuck walking, per the post.
Watch out
One informal run with no baseline or cost figures.
Questions about this entry
Short answers drawn from the linked project or page.
Those are the author's configured rates for two separate channels, not measured round-trip latency. The post gives no per-call timing, no cost, and no baseline, so you cannot tell whether each decision kept up with its budget or whether the harness was effectively dropping frames.
Not the screen. Jev does not take image input, so the ViZDoom harness must serialize game state into text before the model sees anything. That means the harness supplies the perception and the tactical framing, and Jev only picks among the options it is handed.
The post reports the run ended with 18 kills, 102 health, and 92 armor, then got stuck walking in a circle. Nothing about recovery, retry behaviour, or a stuck-state detector is described, so there is no documented way to tell a deliberate patrol from a loop.
None in this post. It is one informal run with a video, with no win rate, episode count, or comparison agent. Most replies are jokes about auto-aiming, which is exactly the perception question the harness quietly answers on its own.
Kevin Madura, who links a project site and opens by calling DOOM the Jev hello world, the traditional demo target for a new capability. So it is a hobby build treated as a first-look demo rather than a benchmark, which matches the informal single-run result.
The perception shortcut. One reply calls it cheating, saying the harness gave the agent auto-aiming, and another admits he thought the post was a joke before realizing it was serious. That is the point the entry raises too: the harness supplies the vision and the aiming, and Jev only picks among the options it is handed.
Navigation at five decisions per second and combat at twelve. Splitting them lets the slower, position-level decisions run at a different cadence from the faster combat calls, keeping combat responsive without paying navigation cost on every frame. The post does not explain how the channels interact or share state.
Reactions & coverage
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