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fps

Design an arena level for Jev FPS (the ASCII map, the demons, the pace), then measure where Jev's decision rate stops being enough.

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autonomous-ai/openharness
Dernière activité de la source
19 septembre 2026 à 17:24
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SKILL.md
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name
fps
description
Design an arena level for Jev FPS (the ASCII map, the demons, the pace), then measure where Jev's decision rate stops being enough.
# Craft: Jev FPS levels Jev FPS is a first-person arena shooter that Jev plays by itself, one typed decision at a time. You shape the arena in `level.json`. The craft is a map that reads well in 3D and a pace that shows the real limit: about nine decisions a second. ## What Jev is asked, every tick One call, four questions, all answered in parallel from the same state text: ``` turn choice LEFT_HARD LEFT LEFT_FINE AHEAD RIGHT_FINE RIGHT RIGHT_HARD move choice FORWARD BACK STRAFE_LEFT STRAFE_RIGHT HOLD fire noul "Fire now? Yes only when a demon is in your crosshair and you have ammo." threat score calm < watchful < pressed < critical ``` The state text is what a player could know: health, ammo, wall distances, each demon in sight with its bearing and distance, the nearest demon it can hear but not see, the automap route, and whether the crosshair is on a demon. The pane shows this text live under "What Jev reads". ## Drawing a good map - Tiles: `#` stone, `%` tech panel, `=` hell brick, `.` floor, `P` start, `D` demon spawn, `M` medkit, `A` ammo. The border must be wall. Every row is the same width. - Give sight lines of 5 to 9 tiles. Very long halls make it a shooting gallery. Tight mazes hide demons until they are biting. - Put spawns on at least two sides of the start so Jev must turn to deal with them. - Pillars (single wall tiles in a room) make demons split and flank, which is fun to watch. - A level of about 24 by 16 fills the minimap nicely. Bigger maps mean long quiet walks. ## Setting the pace `demonSpeed` is the dial. Demons weave as they charge, so speed is also how fast they cross the crosshair. Each wave adds one demon and 12% speed, so every run ends when the pace passes what nine decisions a second can handle. | feel | demonSpeed | demons | |---|---|---| | a stroll, long runs | 0.8 | 3 | | the default | 1.2 | 4 | | tense from wave 1 | 2.4 | 5 | | brutal | 4.0 | 8 | `tickMs` changes the decision rate itself. Raising it to 250 shows what a slower decision loop costs: the same demons now win much earlier. ## Verifying ```bash node "$JEV_DSH/toolchain/check.mjs" ``` Then watch the pane and read `.harness/verdict.json`: wave, kills, deaths, best wave, shots on target. Report the pace you chose, how far Jev gets, and the speed where it stops clearing waves. The pane's MOCK badge means the offline stand-in is playing, not the real model. Say so when you report.
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