felix089

Joined 4 years ago

Karma
270
Submissions
125
Member since
Oct 11
https://x.com/felix94123
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Recent submissions

Comment · 11 days ago
I beat Jev, but jeez the leaderboard is pretty competitive...
Comment · 16 days ago
cool, send a PR we merge it into the leaderboard :)
Comment · 17 days ago
Nice! what was your score on jevman?
Comment · 21 days ago
Comment · 22 days ago
Someone actually ran the benchmark on Qwen 3.8 Flash Next NVFP4, which is a chat model and submitted it via PR. We merged and it's live on the leader board in the top 3.
Comment · 22 days ago
Comment · 22 days ago
Comment · 22 days ago
Comment · 22 days ago
Ideally yes but that would not work with the model latency. But it is already partly covered when a ghost enters its corridor it is asked again. Here's how the decisions work in detail, also below a copy https://github.com/opper-ai/jevman-benchmark/blob/main/READM...

How decisions work

When a character commits to a corridor its next junction is known, so the game asks jev about it straight away (one System One request per frame, one choice question per character, options = legal directions described with computed facts: distances to pellets, power pellets, fruit and ghosts, whether the nearest ghost is coming closer, and whether a ghost can reach the end of the corridor before Pac-Man). Up to three requests are in flight at once. If the character reaches the junction before the answer, it waits there (its panel card says "thinking…"). After 2 s, or on an error, it uses a greedy rule.

Pac-Man can also get a second question mid-corridor: when a dangerous ghost is in the corridor ahead, or can reach the junction at its end before he does, jev is asked whether to keep going or turn back right now (pacman_escape). Pac-Man keeps moving while it is open, and each situation is asked once.

Comment · 22 days ago
Comment · 22 days ago
Thank you and yea agreed fixing it now, try again in an hour from now :)
Comment · 1 month ago
[flagged]
Comment · 3 months ago
Maybe the next summer hit, peak AI

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