Skip to content

Article

Jev vs Jev in Gomoku

A Japanese experiment that builds a rules-based gomoku harness and replays a full Jev-versus-Jev game log to measure real per-move latency.
Format
Article
Reading time
3 min
Published by
Community
Author
mizchi
Last verified
Sep 2026

Highlights

  • A 25-move game took 13,913 ms, about 500 ms per move against a 50 to 500 ms claim.
  • Per-move input tokens grew from roughly 746 to 3,052 as the game progressed.
  • Confidence rose late, reaching 0.9 at move 19 and 0.83 on the winning move.
  • The author estimates 110 to 130 ms of network latency from US West Coast servers.

Watch out

Japanese-language, preliminary, and based on one game; the latency explanation is the author's estimate.

Questions about this entry

Short answers drawn from the linked project or page.

Reactions & coverage

Posts, threads, and videos about this entry from around the web.

Hacker News: Software Bombe and live Enigma demo where Jev ranks cribs and judges plaintext.

ag_212 pointsShow HN: Jev as the Bletchley Park Analyst: A Software Bombe on EnigmaRead the thread on Hacker News

Hacker News: Show HN for public Minecraft PvP where a diffusion LM picks moves from structured state.

2 pointsShow HN: Minecraft PvP against DiffusionGemma-as-Jev, 24 ms per decisionRead the thread on Hacker News

Hacker News: Show HN: Jev finished a Pokémon Red run, with the Hall of Fame stats on the landing page.

pancomplex272 pointsShow HN: Jev Plays Pokémon RedRead the thread on Hacker News

Hacker News: Show HN: a mouse colony where each next move is Jev or a fixed rule.

1 pointShow HN: Jev-mice – mouse colony simulation using Jev and deterministic engineRead the thread on Hacker News

From the Jev guides

Original write-ups on what this entry is for.

From the Jev AI model community

Posts from builders shipping with Jev right now.

Follow @typesafeai