Traced data sent to Jev each turn.
UnderstandRecommended improvements to API limits.
PlanDoubled API request limits and updated messaging.
EditConfirmed changes with tests and live gameplay.
VerifyEnvironment Context
cwd: /Users/sahaj/Desktop/dev/program/jev
shell: zsh
current date: 2026-10-07
timezone: America/Toronto
filesystem: /Users/sahaj/Desktop/dev/program/jevwhat are the unit economics of this game? Like are we just sending the state of the whole board and each snake every sincle move to jec?
I’ll trace what gets sent to JEC each turn and check how that affects the cost per game.
>pwd && rg --files -g 'AGENTS.md' -g 'package.json' -g '*snake*' -g '*jec*' -g '*game*' -g '*README*' -g '*jev*'{"chunk_id":"5a0e8e","wall_time_seconds":0.000008125,"exit_code":0,"original_token_count":49,"output":"/Users/sahaj/Desktop/dev/program/jev\npackage.json\npublic/game.mjs\nREADME.md\ntests/game.test.mjs\nartifacts/three-snakes-desktop.png\nartifacts/caught-game-over.png\nartifacts/three-snakes-mobile.png\n"}>ls -la && rg -n 'jec|JEC|fetch\(|WebSocket|tokens|cost|model|api|snake|board' --glob '!package-lock.json' --glob '!artifacts/**'{"chunk_id":"fca98f","wall_time_seconds":0.000008666,"exit_code":0,"original_token_count":4265,"output":"total 56\ndrwxr-xr-x 11 sahaj staff 352 Oct 7 20:20 .\ndrwxr-xr-x 3 sahaj staff 96 Oct 7 19:50 ..\n-rw-r--r--@ 1 sahaj staff 121 Oct 7 22:45 .env\n-rw-r--r--@ 1 sahaj staff 40 Oct 7 20:17 .env.example\n-rw-r--r--@ 1 sahaj staff 51 Oct 7 20:17 .gitignore\n-rw-r--r--@ 1 sahaj staff 2195 Oct 7 23:39 README.md\ndrwxr-xr-x@ 14 sahaj staff 448 Oct 7 23:40 artifacts\n-rw-r--r--@ 1 sahaj staff 256 Oct 7 20:17 package.json\ndrwxr-xr-x@ 7 sahaj staff 224 Oct 7 20:19 public\n-rw-r--r--@ 1 sahaj staff 4873 Oct 7 23:30 server.mjs\ndrwxr-xr-x@ 3 sahaj staff 96 Oct 7 20:19 tests\nserver.mjs:9:const apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nserver.mjs:27: if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(apiKey), model: 'jev-1.13.0' });\nserver.mjs:28: if (req.method === 'POST' && path === '/api/decide') {\nserver.mjs:31: if (!apiKey) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\nserver.mjs:39: if (!validateState(state)) return json(res, 400, { error: 'Invalid board.' });\nserver.mjs:42: // Three independent snakes may decide concurrently; allow in-flight requests during resume too.\nserver.mjs:44: // A single choice is still sent to Jev: every live movement is model-selected.\nserver.mjs:48: const response = await fetch('https://api.typesafe.ai/v1/systemone', {\nserver.mjs:50: headers: { Authorization: `Bearer ${apiKey}`, 'Content-Type': 'application/json' },\nserver.mjs:55: const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\nserver.mjs:65: const usage = Number(data.usage?.input_tokens) || 0;\nserver.mjs:66: return json(res, 200, { direction: answer.choice, confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), inputTokens: usage, model: data.model });\nserver.mjs:82:server.listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\nREADME.md:3:A browser snake game with the roles reversed: you move the apple; TypeSafe's Jev chooses every snake move.\nREADME.md:13:Arrow keys / WASD move the apple one square per keypress. Touch users can swipe the board or use the directional buttons. P pauses. Getting caught by any snake ends the round immediately. Continue starts a fresh round with one snake and a reset timer. A second snake spawns at 15 seconds of active play, then a third at 25 seconds (maximum three). Pause freezes the round timer and difficulty. Snakes can pass through each other, but they must avoid their own bodies. Trapping any snake ends the round with a win. Restart resets to one snake. Personal best survives reloads on this browser.\nREADME.md:17:The local Node server sends the legal directions, code-computed route hints, and recent apple movements to `jev-1.13.0`. Jev returns a Choice. The browser rechecks legality and executes that choice. Each snake movement waits for its model response (minimum 210 ms between decisions), so slower API responses slow the snake. Apple controls remain responsive during requests.\nREADME.md:19:There is no fake AI or automatic local fallback. API failures pause the round with a retry button. Background tabs also pause to avoid unnecessary calls. Each snake makes decisions independently and concurrently. Use the inspector’s snake selector to watch its actual returned probabilities, confidence, latency, number of responses, and estimated input-token cost at $0.042/M tokens. Counters persist across round restarts within the page session.\npublic/index.html:5: <meta name=\"theme-color\" content=\"#f5f5f5\"><meta name=\"description\" content=\"You control the apple. Jev controls the snake.\">\npublic/index.html:11: <section class=\"intro\"><h1>You’re the apple.<br>Jev is the snake.</h1><p>Move with arrow keys or WASD. See how long you last.</p></section>\npublic/index.html:18: <div>Snakes <strong id=\"snake-count\">1</strong></div>\npublic/index.html:20: <div class=\"board-wrap\" id=\"board-wrap\">\npublic/index.html:21: <canvas id=\"board\" width=\"680\" height=\"680\" tabindex=\"0\" aria-label=\"Snake game. You control the apple with arrow keys or W A S D.\"></canvas>\npublic/index.html:25: <div class=\"board-bottom\"><div class=\"legend\"><span><i class=\"apple-dot\"></i> You</span><span><i class=\"snake-dot\"></i> Jev</span></div><div class=\"actions\"><button id=\"pause\" disabled title=\"Pause or resume with P\">Pause <kbd>P</kbd></button><button id=\"restart\" aria-label=\"Restart game\">Restart</button></div></div>\npublic/index.html:28: <aside class=\"model-details\" aria-labelledby=\"model-title\">\npublic/index.html:29: <div class=\"model-heading\"><h2 id=\"model-title\">Jev’s decisions</h2><span>Live</span></div>\npublic/index.html:30: <div class=\"snake-picker\"><label for=\"snake-select\">Watching</label><select id=\"snake-select\"></select></div>\npublic/index.html:31: <div class=\"details-content\"><div class=\"decision\" id=\"decision\">Waiting to start.</div><p id=\"decision-note\">Every snake move is chosen by Jev.</p><div class=\"probabilities\" id=\"probabilities\"></div><div class=\"telemetry\"><span>Response <strong id=\"latency\">—</strong></span><span>Decisions <strong id=\"calls\">0</strong></span><span>Session cost <strong id=\"cost\">$0.0000</strong></span></div></div>\npublic/index.html:34: <p class=\"game-note\"><span id=\"next-snake\">Next snake in 15s</span> · Maximum 3 snakes.<br>Snakes can cross each other. Trap any snake to win.</p>\ntests/game.test.mjs:5:test('apple hops one square and cannot enter the snake or leave the board', () => {\ntests/game.test.mjs:13: assert.equal(result.ate, true); assert.equal(s.snake.length, 5);\ntests/game.test.mjs:17: const s = { snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }], apple: { x: 5, y: 5 }, direction: 'left' };\ntests/game.test.mjs:23: const s = { snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }, { x: 0, y: 2 }], apple: { x: 9, y: 9 }, direction: 'left' };\ntests/game.test.mjs:28: assert.deepEqual(Object.keys(request.questions.move.criteria), legalMoves(s).map(m => m.direction));\ntests/game.test.mjs:33:test('rejects malformed board state', () => {\ntests/game.test.mjs:36: assert.equal(validateState({ ...newGame(), snake: [{ x: 0, y: 0 }, { x: 2, y: 0 }] }), false);\ntests/game.test.mjs:46: assert.equal(arena.snakes.length, MAX_SNAKES);\ntests/game.test.mjs:47: assert.deepEqual(arena.snakes.map(s => s.id), [1, 2, 3]);\ntests/game.test.mjs:48: assert.equal(newArena().snakes.length, 1);\ntests/game.test.mjs:58: assert.ok(actor.snake.every(p => Math.abs(p.x - apple.x) + Math.abs(p.y - apple.y) >= 3));\ntests/game.test.mjs:64:test('snakes pass through another snake body or head without ending the round', () => {\ntests/game.test.mjs:70: arena.snakes.push({ id: 2, snake: other, direction: 'up' });\ntests/game.test.mjs:71: const result = stepArenaSnake(arena, arena.snakes[0], 'right');\ntests/game.test.mjs:74: assert.deepEqual(arena.snakes[0].snake[0], { x: 6, y: 8 });\ntests/game.test.mjs:75: assert.deepEqual(arena.snakes[1].snake, other);\ntests/game.test.mjs:79:test('own-body collision is terminal and does not mutate the snake', () => {\ntests/game.test.mjs:80: const arena = newArena(), actor = arena.snakes[0];\ntests/game.test.mjs:81: const before = structuredClone(actor.snake);\ntests/game.test.mjs:85: assert.deepEqual(actor.snake, before);\ntests/game.test.mjs:88:test('a catch by any of three snakes ends the round and blocks movement and spawns', () => {\ntests/game.test.mjs:91: const actor = arena.snakes[index];\ntests/game.test.mjs:92: actor.snake = [{ x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 2, y: 8 }];\ntests/game.test.mjs:99: for (const snake of arena.snakes) assert.equal(stepArenaSnake(arena, snake, 'right').valid, false);\ntests/game.test.mjs:105: stepArenaSnake(arena, arena.snakes[0], 'right');\ntests/game.test.mjs:107: assert.equal(arena.snakes.length, 1);\ntests/game.test.mjs:110: assert.equal(fresh.snakes.length, 1);\ntests/game.test.mjs:115:test('apple movement avoids every snake', () => {\ntests/game.test.mjs:117: arena.snakes[1].snake = [{ x: 10, y: 10 }, { x: 10, y: 11 }, { x: 10, y: 12 }, { x: 10, y: 13 }];\npublic/game.mjs:7: return { snake: [{ x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 2, y: 8 }], apple: { x: 12, y: 8 }, direction: 'right' };\npublic/game.mjs:11: return Boolean(s && Array.isArray(s.snake) && s.snake.length >= 2 && s.snake.length <= SIZE * SIZE && s.snake.every(point) && new Set(s.snake.map(p => `${p.x},${p.y}`)).size === s.snake.length && point(s.apple) && !s.snake.some(p => same(p, s.apple)) && Object.hasOwn(DIRECTIONS, s.direction) && s.snake.every((p, i) => i === 0 || Math.abs(p.x - s.snake[i-1].x) + Math.abs(p.y - s.snake[i-1].y) === 1));\npublic/game.mjs:14: const head = state.snake[0];\npublic/game.mjs:15: return Object.entries(DIRECTIONS).flatMap(([direction, d]) => {\npublic/game.mjs:18: const occupied = growing ? state.snake : state.snake.slice(0, -1);\npublic/game.mjs:27: if (!inside(p) || state.snake.some(b => same(b, p))) return false;\npublic/game.mjs:34: const d = DIRECTIONS[direction], head = state.snake[0];\npublic/game.mjs:36: return { valid: false, ate: false, collision: Boolean(target && state.snake.slice(0, -1).some(p => same(p, target))) };\npublic/game.mjs:39: state.snake.unshift(move.position);\npublic/game.mjs:41: if (!ate) state.snake.pop();\npublic/game.mjs:46: const { apple, ...snake } = newGame();\npublic/game.mjs:47: return { apple, snakes: [{ id: 1, ...snake }], nextSpawnAt: 15, caughtBy: null };\npublic/game.mjs:54: for (const [direction, d] of Object.entries(DIRECTIONS)) {\npublic/game.mjs:55: const snake = Array.from({ length: 4 }, (_, i) => ({ x: x - d.x * i, y: y - d.y * i }));\npublic/game.mjs:57: if (inside(ahead) && snake.every(p => inside(p) && Math.abs(p.x - arena.apple.x) + Math.abs(p.y - arena.apple.y) >= 3)) candidates.push({ snake, direction });\npublic/game.mjs:60: // Prefer an empty spawn, but crossing other snakes is legal even on a crowded board.\npublic/game.mjs:61: const occupied = new Set(arena.snakes.flatMap(s => s.snake.map(p => `${p.x},${p.y}`)));\npublic/game.mjs:62: const empty = candidates.filter(s => s.snake.every(p => !occupied.has(`${p.x},${p.y}`)));\npublic/game.mjs:65: const snake = { id: arena.snakes.length + 1, ...choices[Math.floor(random() * choices.length)] };\npublic/game.mjs:66: arena.snakes.push(snake);\npublic/game.mjs:67: return snake;\npublic/game.mjs:71: while (arena.snakes.length < MAX_SNAKES && elapsed >= arena.nextSpawnAt) {\npublic/game.mjs:72: const snake = spawnSnake(arena, random);\npublic/game.mjs:73: if (!snake) break;\npublic/game.mjs:74: added.push(snake);\npublic/game.mjs:81: const view = { apple: arena.apple, snake: arena.snakes.flatMap(s => s.snake) };\npublic/game.mjs:96:function routeLength(start, target, snake) {\npublic/game.mjs:97: const blocked = new Set(snake.slice(0, -1).map(p => `${p.x},${p.y}`));\npublic/game.mjs:102: for (const d of Object.values(DIRECTIONS)) {\npublic/game.mjs:111: const head = state.snake[0];\npublic/game.mjs:112: const moves = legalMoves(state).map(m => ({ ...m, distance: routeLength(m.position, state.apple, state.snake) }));\npublic/game.mjs:116: const criteria = Object.fromEntries(moves.map(m => [m.direction, {\npublic/game.mjs:123: model: 'jev-1.13.0',\npublic/game.mjs:125: game: 'You control the snake. A human controls the apple and can jump one square at a time. Catch the apple.',\npublic/game.mjs:128: recent_apple_moves: Array.isArray(state.appleHistory) ? state.appleHistory.filter(d => Object.hasOwn(DIRECTIONS, d)).slice(-4) : [],\npublic/game.mjs:129: snake_length: state.snake.length,\npublic/game.mjs:134: instructions: 'Choose the next snake movement to catch the moving apple as quickly as possible. Prefer a shortest clear route. When routes tie, use the apple movement history to pursue or intercept it. Avoid unnecessary detours. Pick one of the offered directions.',\npublic/app.mjs:4:const canvas = $('board'), ctx = canvas.getContext('2d');\npublic/app.mjs:9:let epoch = 0, elapsed = 0, catches = 0, calls = 0, tokens = 0, lastFrame = performance.now(), lastHop = 0;\npublic/app.mjs:14:for (const direction of Object.keys(DIRECTIONS)) {\npublic/app.mjs:23: visuals.set(actor.id, { previous: actor.snake.map(p => ({ ...p })), movedAt: 0 });\npublic/app.mjs:26: $('snake-select').append(option);\npublic/app.mjs:27: $('snake-count').textContent = String(state.snakes.length);\npublic/app.mjs:30: const id = Number($('snake-select').value), result = decisions.get(id);\npublic/app.mjs:32: $('decision-note').textContent = result ? `Snake ${id} · ${Math.round(result.confidence * 100)}% confidence` : 'Every snake move is chosen by Jev.';\npublic/app.mjs:34: for (const direction of Object.keys(DIRECTIONS)) {\npublic/app.mjs:46:$('snake-select').addEventListener('change', showDecision);\npublic/app.mjs:47:state.snakes.forEach(registerSnake);\npublic/app.mjs:55: const response = await fetch('/api/status');\npublic/app.mjs:81: visuals.clear(); decisions.clear(); $('snake-select').replaceChildren(); state.snakes.forEach(registerSnake);\npublic/app.mjs:83: $('catches').textContent = '0'; $('next-snake').textContent = 'Next snake in 15s';\npublic/app.mjs:86: $('decision-note').textContent = 'Every snake move is chosen by Jev.';\npublic/app.mjs:87: for (const direction of Object.keys(DIRECTIONS)) {\npublic/app.mjs:98: $('pause').replaceChildren(document.createTextNode('Pause '), Object.assign(document.createElement('span'), { className: 'key', textContent: 'P' }));\npublic/app.mjs:101: state.snakes.forEach(actor => runSnake(actor, epoch));\npublic/app.mjs:108: overlay('Paused', 'Take your time.', 'The snakes and your timer are paused.', 'Resume');\npublic/app.mjs:121: overlay('Game over', 'You got caught.', `Snake ${actor.id} caught you after ${elapsed.toFixed(1)} seconds. Continue to start a new round with one snake.`, 'Continue');\npublic/app.mjs:124: calls++; tokens += result.inputTokens || 0;\npublic/app.mjs:126: $('cost').textContent = `$${(tokens / 1000000 * .042).toFixed(4)}`;\npublic/app.mjs:133: const snapshot = { snake: actor.snake.map(p => ({ ...p })), direction: actor.direction, apple: { ...state.apple }, appleHistory: [...appleHistory] };\npublic/app.mjs:135: const response = await fetch('/api/decide', {\npublic/app.mjs:146: // Apple movement never changes the snake head; revalidate occupancy before execution.\npublic/app.mjs:148: visual.previous = actor.snake.map(p => ({ ...p }));\npublic/app.mjs:154: if (Number($('snake-select').value) === actor.id) showDecision();\npublic/app.mjs:161: $('decision-note').textContent = 'No simulated AI: the snake waits for Jev.';\npublic/app.mjs:205: $('next-snake').textContent = state.snakes.length >= MAX_SNAKES ? 'All 3 snakes are in' : `Next snake in ${Math.max(0, Math.ceil(state.nextSpawnAt - elapsed))}s`;\npublic/app.mjs:214: // Interpolate the snake's movement without changing its discrete collision grid.\npublic/app.mjs:215: for (const actor of state.snakes) {\npublic/app.mjs:219: const points = actor.snake.map((p, i) => {\npublic/app.mjs:255:window.gameSnapshot = () => ({ state: structuredClone(state), running, elapsed, catches, calls, tokens });\npublic/style.css:29:.board-wrap { position: relative; aspect-ratio: 1; background: #fafafa; overflow: hidden; }\npublic/style.css:41:.board-bottom { min-height: 49px; display: flex; align-items: center; justify-content: space-between; padding: 9px 14px; border-top: 1px solid var(--border); }\npublic/style.css:45:.apple-dot, .snake-dot { display: inline-block; width: 7px; height: 7px; border-radius: 1px; background: #ed715d; }\npublic/style.css:46:.snake-dot { background: #292929; }\npublic/style.css:55:.model-details { position: absolute; top: 0; left: calc(100% + 24px); width: 250px; border: 1px solid var(--border); border-radius: 5px; background: #fff; font-size: 12px; }\npublic/style.css:56:.model-heading { display: flex; align-items: center; justify-content: space-between; padding: 15px 16px; }\npublic/style.css:57:.model-heading h2 { font-size: 13px; font-weight: 500; letter-spacing: 0; margin: 0; }\npublic/style.css:58:.model-heading > span { color: #888; font-size: 11px; }\npublic/style.css:59:.snake-picker { display: flex; align-items: center; justify-content: space-between; margin: 0 16px 15px; font-size: 12px; color: #777; }\npublic/style.css:60:.snake-picker select { font: inherit; color: #333; border: 1px solid #ddd; border-radius: 4px; padding: 5px 8px; background: #fff; }\npublic/style.css:61:.snake-picker select:focus-visible { outline: 2px solid #555; outline-offset: 2px; }\npublic/style.css:84: .model-details { position: static; width: 100%; margin-top: 16px; }\n"}>cat server.mjs public/game.mjs public/app.mjs README.md{"chunk_id":"959f2d","wall_time_seconds":0.000009084,"exit_code":0,"original_token_count":7082,"output":"import http from 'node:http';\nimport { readFile } from 'node:fs/promises';\nimport { fileURLToPath } from 'node:url';\nimport { buildQuestion, validateState, legalMoves } from './public/game.mjs';\n\ntry { process.loadEnvFile(fileURLToPath(new URL('.env', import.meta.url))); } catch (error) {\n if (error.code !== 'ENOENT') throw error;\n}\nconst apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nconst port = Number(process.env.PORT || 3000);\nlet pending = 0;\nconst files = new Map([\n ['/', ['index.html', 'text/html']],\n ['/style.css', ['style.css', 'text/css']],\n ['/app.mjs', ['app.mjs', 'text/javascript']],\n ['/game.mjs', ['game.mjs', 'text/javascript']],\n ['/favicon.svg', ['favicon.svg', 'image/svg+xml']],\n]);\nfunction json(res, status, body) {\n res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nconst server = http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(apiKey), model: 'jev-1.13.0' });\n if (req.method === 'POST' && path === '/api/decide') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!apiKey) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n try {\n for await (const chunk of req) {\n buffer += chunk;\n if (buffer.length > 20000) return json(res, 413, { error: 'Request too large.' });\n }\n const state = JSON.parse(buffer);\n if (!validateState(state)) return json(res, 400, { error: 'Invalid board.' });\n const moves = legalMoves(state);\n if (!moves.length) return json(res, 200, { trapped: true });\n // Three independent snakes may decide concurrently; allow in-flight requests during resume too.\n if (pending >= 6) return json(res, 429, { error: 'Too many active decisions. Retry in a moment.' });\n // A single choice is still sent to Jev: every live movement is model-selected.\n pending++;\n const started = performance.now();\n try {\n const response = await fetch('https://api.typesafe.ai/v1/systemone', {\n method: 'POST',\n headers: { Authorization: `Bearer ${apiKey}`, 'Content-Type': 'application/json' },\n body: JSON.stringify(buildQuestion(state)),\n signal: AbortSignal.timeout(5000),\n });\n if (!response.ok) {\n const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\n return json(res, 502, { error: messages[response.status] || `Jev returned HTTP ${response.status}.` });\n }\n const data = await response.json();\n const answer = data.answers?.move;\n if (!answer || answer.type !== 'choice' || !moves.some(m => m.direction === answer.choice) ||\n !Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||\n !answer.probabilities || !moves.every(m => Number.isFinite(answer.probabilities[m.direction]) && answer.probabilities[m.direction] >= 0 && answer.probabilities[m.direction] <= 1)) {\n return json(res, 502, { error: 'Jev returned an invalid move. Try again.' });\n }\n const usage = Number(data.usage?.input_tokens) || 0;\n return json(res, 200, { direction: answer.choice, confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), inputTokens: usage, model: data.model });\n } finally { pending--; }\n } catch (error) {\n return json(res, error instanceof SyntaxError ? 400 : 502, { error: error instanceof SyntaxError ? 'Invalid request.' : 'Could not reach Jev. Retry when your connection is back.' });\n }\n }\n if (req.method === 'GET' && files.has(path)) {\n try {\n const [filename, type] = files.get(path);\n const data = await readFile(new URL(`public/${filename}`, import.meta.url));\n res.writeHead(200, { 'Content-Type': `${type}; charset=utf-8`, 'Cache-Control': 'no-cache' });\n return res.end(data);\n } catch { return json(res, 500, { error: 'Could not load the game.' }); }\n }\n json(res, 404, { error: 'Not found.' });\n});\nserver.listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\nexport const SIZE = 17;\nexport const MAX_SNAKES = 3;\nexport const DIRECTIONS = { up: { x: 0, y: -1 }, right: { x: 1, y: 0 }, down: { x: 0, y: 1 }, left: { x: -1, y: 0 } };\nexport const same = (a, b) => a.x === b.x && a.y === b.y;\nexport const inside = p => p.x >= 0 && p.y >= 0 && p.x < SIZE && p.y < SIZE;\nexport function newGame() {\n return { snake: [{ x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 2, y: 8 }], apple: { x: 12, y: 8 }, direction: 'right' };\n}\nexport function validateState(s) {\n const point = p => p && Number.isInteger(p.x) && Number.isInteger(p.y) && inside(p);\n return Boolean(s && Array.isArray(s.snake) && s.snake.length >= 2 && s.snake.length <= SIZE * SIZE && s.snake.every(point) && new Set(s.snake.map(p => `${p.x},${p.y}`)).size === s.snake.length && point(s.apple) && !s.snake.some(p => same(p, s.apple)) && Object.hasOwn(DIRECTIONS, s.direction) && s.snake.every((p, i) => i === 0 || Math.abs(p.x - s.snake[i-1].x) + Math.abs(p.y - s.snake[i-1].y) === 1));\n}\nexport function legalMoves(state) {\n const head = state.snake[0];\n return Object.entries(DIRECTIONS).flatMap(([direction, d]) => {\n const p = { x: head.x + d.x, y: head.y + d.y };\n const growing = same(p, state.apple);\n const occupied = growing ? state.snake : state.snake.slice(0, -1);\n if (!inside(p) || occupied.some(b => same(b, p))) return [];\n return [{ direction, position: p }];\n });\n}\nexport function moveApple(state, direction) {\n const d = DIRECTIONS[direction];\n if (!d) return false;\n const p = { x: state.apple.x + d.x, y: state.apple.y + d.y };\n if (!inside(p) || state.snake.some(b => same(b, p))) return false;\n state.apple = p;\n return true;\n}\nexport function stepSnake(state, direction) {\n const move = legalMoves(state).find(m => m.direction === direction);\n if (!move) {\n const d = DIRECTIONS[direction], head = state.snake[0];\n const target = d && { x: head.x + d.x, y: head.y + d.y };\n return { valid: false, ate: false, collision: Boolean(target && state.snake.slice(0, -1).some(p => same(p, target))) };\n }\n const ate = same(move.position, state.apple);\n state.snake.unshift(move.position);\n state.direction = direction;\n if (!ate) state.snake.pop();\n else state.apple = null;\n return { valid: true, ate };\n}\nexport function newArena() {\n const { apple, ...snake } = newGame();\n return { apple, snakes: [{ id: 1, ...snake }], nextSpawnAt: 15, caughtBy: null };\n}\nexport function spawnSnake(arena, random = Math.random) {\n if (arena.caughtBy !== null) return null;\n const candidates = [];\n for (let y = 0; y < SIZE; y++) for (let x = 0; x < SIZE; x++) {\n if (Math.abs(x - arena.apple.x) + Math.abs(y - arena.apple.y) < 5) continue;\n for (const [direction, d] of Object.entries(DIRECTIONS)) {\n const snake = Array.from({ length: 4 }, (_, i) => ({ x: x - d.x * i, y: y - d.y * i }));\n const ahead = { x: x + d.x, y: y + d.y };\n if (inside(ahead) && snake.every(p => inside(p) && Math.abs(p.x - arena.apple.x) + Math.abs(p.y - arena.apple.y) >= 3)) candidates.push({ snake, direction });\n }\n }\n // Prefer an empty spawn, but crossing other snakes is legal even on a crowded board.\n const occupied = new Set(arena.snakes.flatMap(s => s.snake.map(p => `${p.x},${p.y}`)));\n const empty = candidates.filter(s => s.snake.every(p => !occupied.has(`${p.x},${p.y}`)));\n const choices = empty.length ? empty : candidates;\n if (!choices.length) return null;\n const snake = { id: arena.snakes.length + 1, ...choices[Math.floor(random() * choices.length)] };\n arena.snakes.push(snake);\n return snake;\n}\nexport function spawnDueSnakes(arena, elapsed, random = Math.random) {\n const added = [];\n while (arena.snakes.length < MAX_SNAKES && elapsed >= arena.nextSpawnAt) {\n const snake = spawnSnake(arena, random);\n if (!snake) break;\n added.push(snake);\n arena.nextSpawnAt += 10;\n }\n return added;\n}\nexport function moveArenaApple(arena, direction) {\n if (arena.caughtBy !== null) return false;\n const view = { apple: arena.apple, snake: arena.snakes.flatMap(s => s.snake) };\n const moved = moveApple(view, direction);\n arena.apple = view.apple;\n return moved;\n}\nexport function stepArenaSnake(arena, actor, direction) {\n if (arena.caughtBy !== null) return { valid: false, ate: false };\n const view = { ...actor, apple: arena.apple };\n const result = stepSnake(view, direction);\n actor.direction = view.direction;\n arena.apple = view.apple;\n if (result.ate) arena.caughtBy = actor.id;\n return result;\n}\n// Geometry is calculated in code. Jev chooses the pursuit tactic from legal moves.\nfunction routeLength(start, target, snake) {\n const blocked = new Set(snake.slice(0, -1).map(p => `${p.x},${p.y}`));\n const queue = [[start, 0]], seen = new Set([`${start.x},${start.y}`]);\n for (let i = 0; i < queue.length; i++) {\n const [p, n] = queue[i];\n if (same(p, target)) return n;\n for (const d of Object.values(DIRECTIONS)) {\n const next = { x: p.x + d.x, y: p.y + d.y }, key = `${next.x},${next.y}`;\n if (!inside(next) || blocked.has(key) || seen.has(key)) continue;\n seen.add(key); queue.push([next, n + 1]);\n }\n }\n return null;\n}\nexport function buildQuestion(state) {\n const head = state.snake[0];\n const moves = legalMoves(state).map(m => ({ ...m, distance: routeLength(m.position, state.apple, state.snake) }));\n const best = Math.min(...moves.map(m => m.distance ?? Infinity));\n const horizontal = state.apple.x === head.x ? '' : state.apple.x > head.x ? 'right' : 'left';\n const vertical = state.apple.y === head.y ? '' : state.apple.y > head.y ? 'below' : 'above';\n const criteria = Object.fromEntries(moves.map(m => [m.direction, {\n movement: `Move one square ${m.direction}.`,\n pursuit: m.distance === 0 ? 'Eats the apple immediately.' : m.distance === null ? 'No clear route to the apple from here.' : m.distance === best ? 'One of the shortest clear routes to the apple.' : 'A longer route to the apple.',\n clear_steps_to_apple: m.distance,\n keeps_heading: m.direction === state.direction,\n }]));\n return {\n model: 'jev-1.13.0',\n state: {\n game: 'You control the snake. A human controls the apple and can jump one square at a time. Catch the apple.',\n apple_relative_to_head: [vertical, horizontal].filter(Boolean).join(' and ') || 'same cell',\n current_heading: state.direction,\n recent_apple_moves: Array.isArray(state.appleHistory) ? state.appleHistory.filter(d => Object.hasOwn(DIRECTIONS, d)).slice(-4) : [],\n snake_length: state.snake.length,\n note: 'All offered moves are immediately legal. Route distances are precomputed by the game. The apple may move again.',\n },\n questions: { move: {\n type: 'choice',\n instructions: 'Choose the next snake movement to catch the moving apple as quickly as possible. Prefer a shortest clear route. When routes tie, use the apple movement history to pursue or intercept it. Avoid unnecessary detours. Pick one of the offered directions.',\n criteria,\n } },\n };\n}\nimport { SIZE, MAX_SNAKES, DIRECTIONS, newArena, spawnDueSnakes, legalMoves, moveArenaApple, stepArenaSnake } from './game.mjs';\n\nconst $ = id => document.getElementById(id);\nconst canvas = $('board'), ctx = canvas.getContext('2d');\nlet state = newArena(), previousApple = { ...state.apple };\nconst visuals = new Map(), decisions = new Map();\nlet runAbort = new AbortController();\nlet appleMovedAt = 0, running = false, started = false, finished = false, ready = false;\nlet epoch = 0, elapsed = 0, catches = 0, calls = 0, tokens = 0, lastFrame = performance.now(), lastHop = 0;\nlet appleHistory = [], best = 0, popupTimer;\ntry { best = Number(localStorage.getItem('apple-vs-jev-survival-best')) || 0; } catch {}\n$('best').textContent = `${best.toFixed(1)}s`;\nconst arrows = { up: '↑', right: '→', down: '↓', left: '←' };\nfor (const direction of Object.keys(DIRECTIONS)) {\n const row = document.createElement('div'); row.className = 'prob-row'; row.id = `prob-${direction}`;\n const label = document.createElement('span'); label.textContent = `${arrows[direction]} ${direction}`;\n const track = document.createElement('div'); track.className = 'track';\n const fill = document.createElement('div'); fill.className = 'fill'; fill.style.width = '0%'; track.append(fill);\n const value = document.createElement('span'); value.textContent = '—'; row.append(label, track, value);\n $('probabilities').append(row);\n}\nfunction registerSnake(actor) {\n visuals.set(actor.id, { previous: actor.snake.map(p => ({ ...p })), movedAt: 0 });\n const option = document.createElement('option');\n option.value = String(actor.id); option.textContent = `Snake ${actor.id}`;\n $('snake-select').append(option);\n $('snake-count').textContent = String(state.snakes.length);\n}\nfunction showDecision() {\n const id = Number($('snake-select').value), result = decisions.get(id);\n $('decision').textContent = result ? `${arrows[result.direction]} Heading ${result.direction}.` : 'Waiting to move.';\n $('decision-note').textContent = result ? `Snake ${id} · ${Math.round(result.confidence * 100)}% confidence` : 'Every snake move is chosen by Jev.';\n $('latency').textContent = result ? `${result.latency} ms` : '—';\n for (const direction of Object.keys(DIRECTIONS)) {\n const row = $(`prob-${direction}`), probability = result?.probabilities?.[direction];\n row.classList.toggle('picked', direction === result?.direction);\n row.children[1].firstChild.style.width = `${(probability || 0) * 100}%`;\n row.lastChild.textContent = probability === undefined ? '—' : `${Math.round(probability * 100)}%`;\n }\n}\nfunction announce(message) {\n $('catch-pop').textContent = message;\n $('catch-pop').classList.add('show'); clearTimeout(popupTimer);\n popupTimer = setTimeout(() => $('catch-pop').classList.remove('show'), 1100);\n}\n$('snake-select').addEventListener('change', showDecision);\nstate.snakes.forEach(registerSnake);\nfunction badge(label, kind) {\n const el = $('connection'); el.className = `live-badge ${kind}`;\n el.replaceChildren(document.createElement('span'), document.createTextNode(label));\n}\nasync function checkConnection() {\n $('start').disabled = true;\n try {\n const response = await fetch('/api/status');\n if (!response.ok) throw new Error('Server unavailable.');\n const result = await response.json(); ready = result.configured;\n badge(ready ? 'Jev ready' : 'Key needed', ready ? 'ready' : 'error');\n $('setup-hint').textContent = ready ? 'Arrow keys / WASD' : 'Add JEV_API_KEY to .env and restart the server.';\n $('start').disabled = !ready;\n } catch {\n badge('Server offline', 'error');\n $('setup-hint').textContent = 'Start the local server with npm start, then reload.';\n }\n}\nfunction overlay(tag, title, copy, button, hint = '') {\n $('overlay-tag').textContent = tag; $('overlay-title').textContent = title;\n $('overlay-copy').textContent = copy;\n $('start').textContent = button;\n $('setup-hint').textContent = hint; $('overlay').hidden = false;\n}\nfunction saveBest() {\n if (elapsed > best) {\n best = elapsed; $('best').textContent = `${best.toFixed(1)}s`;\n try { localStorage.setItem('apple-vs-jev-survival-best', String(best)); } catch {}\n }\n}\nfunction reset() {\n epoch++; running = false; started = false; finished = false;\n runAbort.abort(); state = newArena(); previousApple = { ...state.apple };\n visuals.clear(); decisions.clear(); $('snake-select').replaceChildren(); state.snakes.forEach(registerSnake);\n elapsed = 0; catches = 0; appleHistory = []; lastHop = 0;\n $('catches').textContent = '0'; $('next-snake').textContent = 'Next snake in 15s';\n showDecision();\n $('decision').textContent = 'Waiting to start.';\n $('decision-note').textContent = 'Every snake move is chosen by Jev.';\n for (const direction of Object.keys(DIRECTIONS)) {\n const row = $(`prob-${direction}`); row.classList.remove('picked'); row.children[1].firstChild.style.width = '0%'; row.lastChild.textContent = '—';\n }\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n}\nfunction start() {\n if (!ready || running) return;\n if (finished) reset();\n runAbort.abort(); runAbort = new AbortController();\n running = true; started = true; epoch++;\n $('overlay').hidden = true; $('pause').disabled = false;\n $('pause').replaceChildren(document.createTextNode('Pause '), Object.assign(document.createElement('span'), { className: 'key', textContent: 'P' }));\n canvas.focus({ preventScroll: true });\n badge('Jev live', 'ready');\n state.snakes.forEach(actor => runSnake(actor, epoch));\n}\nfunction pause() {\n if (!started || finished) return;\n if (!running) { start(); return; }\n running = false; epoch++; runAbort.abort();\n badge('Paused', '');\n overlay('Paused', 'Take your time.', 'The snakes and your timer are paused.', 'Resume');\n $('pause').textContent = 'Resume P';\n}\nfunction win(actor, collision = false) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n $('pause').disabled = true; badge('You win', 'ready');\n overlay('You win', collision ? 'Snake hit itself.' : 'Snake trapped.', `Snake ${actor.id} ${collision ? 'hit its own body' : 'ran out of safe moves'}. Round time: ${elapsed.toFixed(1)} seconds.`, 'Play again');\n}\nfunction caught(actor) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n catches++; $('catches').textContent = String(catches);\n $('pause').disabled = true; badge('Game over', '');\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n overlay('Game over', 'You got caught.', `Snake ${actor.id} caught you after ${elapsed.toFixed(1)} seconds. Continue to start a new round with one snake.`, 'Continue');\n}\nfunction recordDecision(result) {\n calls++; tokens += result.inputTokens || 0;\n $('calls').textContent = String(calls);\n $('cost').textContent = `$${(tokens / 1000000 * .042).toFixed(4)}`;\n}\nconst delay = ms => new Promise(resolve => setTimeout(resolve, ms));\nasync function runSnake(actor, runEpoch) {\n while (running && epoch === runEpoch) {\n if (!legalMoves({ ...actor, apple: state.apple }).length) { win(actor); return; }\n const startTime = performance.now();\n const snapshot = { snake: actor.snake.map(p => ({ ...p })), direction: actor.direction, apple: { ...state.apple }, appleHistory: [...appleHistory] };\n try {\n const response = await fetch('/api/decide', {\n method: 'POST', headers: { 'Content-Type': 'application/json' },\n body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),\n });\n const result = await response.json();\n if (result.direction) recordDecision(result);\n if (!running || epoch !== runEpoch) return;\n if (!response.ok) throw new Error(result.error || 'Jev could not choose a move.');\n if (result.trapped) { win(actor); return; }\n await delay(Math.max(0, 210 - (performance.now() - startTime)));\n if (!running || epoch !== runEpoch) return;\n // Apple movement never changes the snake head; revalidate occupancy before execution.\n const visual = visuals.get(actor.id);\n visual.previous = actor.snake.map(p => ({ ...p }));\n const move = stepArenaSnake(state, actor, result.direction);\n if (move.collision) { win(actor, true); return; }\n if (!move.valid) continue;\n visual.movedAt = performance.now();\n decisions.set(actor.id, result);\n if (Number($('snake-select').value) === actor.id) showDecision();\n if (move.ate) { caught(actor); return; }\n } catch (error) {\n if (!running || epoch !== runEpoch) return;\n running = false; epoch++; runAbort.abort(); badge('Jev disconnected', 'error');\n overlay('Connection lost', 'Snakes paused.', error.name === 'TimeoutError' ? 'Jev took too long to respond. Your timer is paused.' : error.message, 'Retry');\n $('decision').textContent = 'Waiting for connection.';\n $('decision-note').textContent = 'No simulated AI: the snake waits for Jev.';\n $('pause').textContent = 'Resume P';\n }\n }\n}\nfunction hop(direction) {\n if (!running || performance.now() - lastHop < 85) return;\n const prev = { ...state.apple };\n if (moveArenaApple(state, direction)) {\n previousApple = prev; appleMovedAt = performance.now(); lastHop = appleMovedAt;\n appleHistory.push(direction); appleHistory = appleHistory.slice(-4);\n }\n}\nconst keyMap = { ArrowUp: 'up', ArrowDown: 'down', ArrowLeft: 'left', ArrowRight: 'right', w: 'up', a: 'left', s: 'down', d: 'right' };\ndocument.addEventListener('keydown', e => {\n if (e.target instanceof HTMLSelectElement) return;\n const key = e.key.length === 1 ? e.key.toLowerCase() : e.key;\n if (keyMap[key]) { e.preventDefault(); if (!e.repeat) hop(keyMap[key]); }\n if (key === 'p' || (e.code === 'Space' && e.target === canvas)) { e.preventDefault(); if (!e.repeat) pause(); }\n});\n$('start').addEventListener('click', start); $('pause').addEventListener('click', pause);\n$('restart').addEventListener('click', () => { if (started) saveBest(); reset(); if (ready) start(); });\ndocument.querySelectorAll('[data-direction]').forEach(button => button.addEventListener('pointerdown', e => { e.preventDefault(); hop(button.dataset.direction); }));\nlet touchStart;\ncanvas.addEventListener('pointerdown', e => { touchStart = { x: e.clientX, y: e.clientY }; canvas.setPointerCapture(e.pointerId); });\ncanvas.addEventListener('pointerup', e => {\n if (!touchStart) return;\n const dx = e.clientX - touchStart.x, dy = e.clientY - touchStart.y; touchStart = null;\n if (Math.max(Math.abs(dx), Math.abs(dy)) < 12) return;\n hop(Math.abs(dx) > Math.abs(dy) ? dx > 0 ? 'right' : 'left' : dy > 0 ? 'down' : 'up');\n});\ndocument.addEventListener('visibilitychange', () => { if (document.hidden && running) pause(); });\nwindow.addEventListener('blur', () => { if (running) pause(); });\nfunction roundedRect(x, y, w, h, r, color) { ctx.fillStyle = color; ctx.beginPath(); ctx.roundRect(x, y, w, h, r); ctx.fill(); }\nfunction draw(now) {\n const dt = Math.min((now - lastFrame) / 1000, .1); lastFrame = now;\n if (running) {\n elapsed += dt;\n for (const actor of spawnDueSnakes(state, elapsed)) {\n registerSnake(actor);\n announce(`Snake ${actor.id} joined.`);\n runSnake(actor, epoch);\n }\n }\n $('next-snake').textContent = state.snakes.length >= MAX_SNAKES ? 'All 3 snakes are in' : `Next snake in ${Math.max(0, Math.ceil(state.nextSpawnAt - elapsed))}s`;\n $('time').textContent = String(Math.floor(elapsed)).padStart(2, '0');\n $('tenths').textContent = String(Math.floor(elapsed * 10) % 10);\n const W = 680, cell = W / SIZE;\n ctx.clearRect(0, 0, W, W); ctx.fillStyle = '#fafafa'; ctx.fillRect(0, 0, W, W);\n for (let y = 0; y < SIZE; y++) for (let x = 0; x < SIZE; x++) {\n if ((x + y) % 2 === 0) { ctx.fillStyle = '#f5f5f5'; ctx.fillRect(x * cell, y * cell, cell, cell); }\n ctx.fillStyle = '#d9d9d9'; ctx.fillRect(x * cell - .5, y * cell - .5, 1, 1);\n }\n // Interpolate the snake's movement without changing its discrete collision grid.\n for (const actor of state.snakes) {\n const visual = visuals.get(actor.id);\n const color = ['#303030', '#65756d', '#78808e'][actor.id - 1];\n const t = Math.min(1, Math.max(0, (now - visual.movedAt) / 120));\n const points = actor.snake.map((p, i) => {\n const old = visual.previous[Math.min(i, visual.previous.length - 1)] || p;\n return { x: (old.x + (p.x - old.x) * t + .5) * cell, y: (old.y + (p.y - old.y) * t + .5) * cell };\n });\n ctx.save();\n ctx.strokeStyle = color; ctx.lineWidth = cell * .66; ctx.lineCap = 'square'; ctx.lineJoin = 'miter';\n ctx.beginPath(); points.forEach((p, i) => i ? ctx.lineTo(p.x, p.y) : ctx.moveTo(p.x, p.y)); ctx.stroke(); ctx.restore();\n points.forEach((p, i) => {\n if (i === 0) return;\n ctx.fillStyle = '#ffffff20'; ctx.fillRect(p.x - 1.5, p.y - 1.5, 3, 3);\n });\n const head = points[0], dir = DIRECTIONS[actor.direction], side = { x: -dir.y, y: dir.x };\n roundedRect(head.x - 14, head.y - 14, 28, 28, 3, color);\n for (const sign of [-1, 1]) {\n const x = head.x + dir.x * 7 + side.x * sign * 7, y = head.y + dir.y * 7 + side.y * sign * 7;\n ctx.fillStyle = '#fff'; ctx.beginPath(); ctx.arc(x, y, 2.5, 0, Math.PI * 2); ctx.fill();\n }\n ctx.fillStyle = '#fff'; ctx.font = '11px sans-serif'; ctx.textAlign = 'center';\n const label = points[Math.min(1, points.length - 1)];\n ctx.fillText(String(actor.id), label.x, label.y + 4);\n }\n if (state.apple) {\n const a = Math.min(1, (now - appleMovedAt) / 90);\n const ax = (previousApple.x + (state.apple.x - previousApple.x) * a + .5) * cell;\n const ay = (previousApple.y + (state.apple.y - previousApple.y) * a + .5) * cell;\n ctx.save(); ctx.translate(ax, ay);\n roundedRect(-13, -10, 26, 25, 5, '#ed715d');\n roundedRect(-1, -17, 3, 9, 1, '#5b6853');\n roundedRect(2, -18, 8, 4, 1, '#879a77');\n ctx.restore();\n }\n requestAnimationFrame(draw);\n}\nrequestAnimationFrame(draw);\ncheckConnection();\n// Read-only inspection for local QA; credentials are never available in this context.\nwindow.gameSnapshot = () => ({ state: structuredClone(state), running, elapsed, catches, calls, tokens });\n# Apple vs. Jev\n\nA browser snake game with the roles reversed: you move the apple; TypeSafe's Jev chooses every snake move.\n\n## Run\n\nRequires Node.js 22+. No packages to install.\n\n1. Add `JEV_API_KEY=[REDACTED] to `.env` (or use `TYPESAFE_API_KEY`).\n2. Run `npm start`.\n3. Open **http://localhost:3000** and press **Play**.\n\nArrow keys / WASD move the apple one square per keypress. Touch users can swipe the board or use the directional buttons. P pauses. Getting caught by any snake ends the round immediately. Continue starts a fresh round with one snake and a reset timer. A second snake spawns at 15 seconds of active play, then a third at 25 seconds (maximum three). Pause freezes the round timer and difficulty. Snakes can pass through each other, but they must avoid their own bodies. Trapping any snake ends the round with a win. Restart resets to one snake. Personal best survives reloads on this browser.\n\n## How it works\n\nThe local Node server sends the legal directions, code-computed route hints, and recent apple movements to `jev-1.13.0`. Jev returns a Choice. The browser rechecks legality and executes that choice. Each snake movement waits for its model response (minimum 210 ms between decisions), so slower API responses slow the snake. Apple controls remain responsive during requests.\n\nThere is no fake AI or automatic local fallback. API failures pause the round with a retry button. Background tabs also pause to avoid unnecessary calls. Each snake makes decisions independently and concurrently. Use the inspector’s snake selector to watch its actual returned probabilities, confidence, latency, number of responses, and estimated input-token cost at $0.042/M tokens. Counters persist across round restarts within the page session.\n\nThe key stays in the local server's environment and is not served to the browser. Only synthetic game state is sent to TypeSafe. The server binds to localhost; this is a local demo, not a hardened public API. Public hosting would need shared spend limits and abuse protection.\n\n## Checks\n\n`npm test` runs the game-rule and request-construction tests. `node --check server.mjs` checks server syntax. No build step is required.\n"}
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Find specific desi"},{"name":"mcp__codex_apps__canva_search_folders","description":"Create, review, edit designs\n\nFind or browse Canva folders the user owns or that are shared with the"},{"name":"mcp__codex_apps__chatgpt_space_search_sharing_recipients","description":"Read, search, create, and edit pages and spaces in ChatGPT Space, within your current account.\n\nCall"},{"name":"mcp__codex_apps__figma_search_design_system","description":"Create designs, ship to code\n\nSearch for design system assets (components, variables, and styles). R"},{"name":"mcp__codex_apps__github_search","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch Git"},{"name":"mcp__codex_apps__github_search_branches","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch Git"},{"name":"mcp__codex_apps__github_search_commits","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch Git"},{"name":"mcp__codex_apps__github_search_installed_repositories_streaming","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch for"},{"name":"mcp__codex_apps__github_search_installed_repositories_v2","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch rep"},{"name":"mcp__codex_apps__github_search_issues","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch one"},{"name":"mcp__codex_apps__github_search_prs","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch Git"},{"name":"mcp__codex_apps__github_search_repositories","description":"Access repositories, issues, and pull requests. Required for some features such as Codex\n\nSearch for"},{"name":"mcp__codex_apps__meta_ads_ads_catalog_search_product","description":"meta ads mcp\n\nSearches or lists products in a catalog using a structured filter rule (see **Filter s"},{"name":"mcp__codex_apps__meta_ads_ads_library_search","description":"meta ads mcp\n\nSearches the Meta Ad Library for ads matching specified criteria. Returns publicly ava"},{"name":"mcp__codex_apps__plugin_management_search_plugins","description":"Manage plugins, settings, permissions, and connections. Prefer available built-in tools or connected"},{"name":"mcp__codex_apps__search_service_web_run","description":"Tool for accessing the internet.\n\n\n---\n\n## Examples of different commands available in this tool\n\nEx"},{"name":"mcp__openaiDeveloperDocs__search_openai_docs","description":"Search across `platform.openai.com`, `developers.openai.com`, and `learn.chatgpt.com` docs. Use this"},{"name":"mcp__vercel__search_domains","description":"Use Vercel tools and their input schemas.\n\nReuse supplied or discovered IDs and connection scope; ne"},{"name":"mcp__vercel__search_repo","description":"Use Vercel tools and their input schemas.\n\nReuse supplied or discovered IDs and connection scope; ne"},{"name":"mcp__vercel__search_vercel_documentation","description":"Use Vercel tools and their input schemas.\n\nReuse supplied or discovered IDs and connection scope; ne"}]{"status":"fulfilled","value":"Jev pricing, without the guesswork | TypeSafe ai (https://www.typesafeai.org/guides/jev-pricing)\nciteturn0search0 [wordlim: 200] Published: 2 weeks ago; Crawled: last week; # Jev pricing, without the guessworkUnderstand the published input-token price, then estimate the cost of the whole workflow.typesafe ai editorial 3 min read Reviewed Sep 21, 2026 ... As checked on September 21, 2026, TypeSafe's model reference lists Jev 1.13 at $0.042 per million input tokens, equivalent to $42 per billion input tokens.\n\nTHE READING ROOMReference / JEV GUIDE\n\n# Jev pricing, without the guesswork\n\nUnderstand the published input-token price, then estimate the cost of the whole workflow.\n\ntypesafe ai editorial3 min read Reviewed Sep 21, 2026\n\nTHE SHORT VERSION\n\nThe official model page lists $0.042 per million input tokens, with output tokens free. Total workflow cost can also include extraction, other models and repeated calls.\n\n## The published price\n\nAs checked on September 21, 2026, TypeSafe's model reference lists Jev 1.13 at $0.042 per million input tokens, equivalent to $42 per billion input tokens. Output tokens are listed as free. This is the model provider's price, not a subscription offered by this site.\n\nPrices and service conditions can change. Confirm the current terms in the official documentation and your provider account before planning a budget.\n\n## Calculate from total input\n\nFor a simple estimate, multiply the total input tokens by the price per million:\n\nEXAMPLE Copy\n--------------------------------------------------------------------------------\nTypeSafe AI : Try the Jev AI Model for Automation (https://typesafe-ai.com/)\nciteturn0search1 [wordlim: 200] Crawled: 2 weeks ago; curl -X POST \\ api.typesafe.ai/v1/systemone \\ -H \"Authorization: Bearer $KEY\" \\ -d @ticket.json 200 jev-1.13.0 392 in/65 out department technical conf 0.78 technical 0.85 billing 0.15 sales 0.00 frustration 1.0 conf 1.00 1 = \"Frustrated but civil\"is_urgent 1.00 ... Sampling | Sequential, one token at a time | Parallel, all answers in one query ... ## Jev pricing and how to get early access ... TypeSafe lists $0.042 per million input tokens ($42 per billion), with output tokens free.\n--------------------------------------------------------------------------------\nJev pricing and versions | TypeSafe AI Jev (https://www.jev-llm.com/official/pricing/)\nciteturn0search2 [wordlim: 200] Crawled: 2 weeks ago; # Jev pricing, versions and limitsUse this page for a quick estimate, then verify current pricing and terms on TypeSafe AI's own documentation. ... Input price | $0.042 / 1M tokens ... ## Do not compare only the token price\n--------------------------------------------------------------------------------\nJev pricing · jev.pro (https://jev.pro/access/pricing/)\nciteturn0search3 [wordlim: 200] Crawled: 2 weeks ago; * OpenRouter Jev 1.13: $0.042 / $0 per 1M, plus a weighted avg input ~$0.04152 / M that they publish. ... Do not mix a TypeSafe bearer token with a gateway base URL and file the 401 as a pricing bug. ... According to TypeSafe docs on 2026-09-21: $0.042 per million input tokens, output free, for Jev 1.13.\n--------------------------------------------------------------------------------\nJev AI (TypeSafe): pricing, limits and independent measurements | Jev Pricing (https://jevpricing.com/jev-ai/)\nciteturn0search4 [wordlim: 200] Published: 3 weeks ago; Crawled: last week; # Jev AI (TypeSafe): pricing, limits and independent measurements ... Price | $0.042 per 1M input tokens; output free; no subscription published ... Instead of generating text token by token, it reads your input once and answers every question you ask about it in parallel, as one of three types:\n--------------------------------------------------------------------------------\nJev Pricing | Jev AI Hub | Jev AI Hub (https://www.jevaihub.com/pricing/)\nciteturn0search5 [wordlim: 200] Crawled: last week; Jev API pricing from TypeSafe's official models page: $0.042 per million input tokens, output free, last verified 2026-09-20. ... A third-party article reported the same $0.042 / million input price on Vercel AI Gateway under `typesafe-ai/jev`.\n--------------------------------------------------------------------------------\nJev pricing: API costs and monthly examples | Jev Guide (https://jevguide.ai/guides/jev-pricing)\nciteturn0search6 [wordlim: 200] Crawled: last week; As of docs.typesafe.ai/models, verified 2026-09-22, direct TypeSafe API access to Jev bills $0.042 per million input tokens ($42 per billion), and output tokens are documented as free. ... Under the pricing above, output tokens add nothing to that formula: there is no output-token charge to add. ... If you see a price for Jev or System One somewhere other than typesafe.ai, check what it actually is before trusting it: TypeSafe's own docs describe the direct API price above; a gateway or proxy that resells the TypeSafe API should separately document any markup or per-request fee it adds on top; and an unrelated service selling its own hosted feature or credits built on Jev has its own price, not TypeSafe's.\n--------------------------------------------------------------------------------\nJev pricing calculator — API cost, throughput and context | Jev Pricing (https://jevpricing.com/)\nciteturn0search7 [wordlim: 200] Crawled: last week; Jev’s rate and limits come from docs.typesafe.ai/models, checked 2026-09-29. ... ## Jev pricing and limits at a glance ... Jev is pay-as-you-go: one price, per input token, with output free. ... OpenRouter serves Jev at the same $0.042 per 1M with no waitlist and no TypeSafe account, but lists a 32K context window rather than 64K.\n--------------------------------------------------------------------------------\nJev pricing and cost — Jev News (https://jevainews.com/jev/pricing/)\nciteturn0search8 [wordlim: 200] Published: 6 days ago; Crawled: 4 days ago; # Jev's list price is $0.042 per million input tokens, and output is free.Opened October 1, 2026, TypeSafe's models page lists jev-1.13.0 at $0.042 per million input tokens and $0 for output.\n--------------------------------------------------------------------------------\nJev API token billing: what a request costs, measured | Jev Pricing (https://jevpricing.com/tokens/)\nciteturn0search9 [wordlim: 200] Crawled: 6 days ago; Cost at $0.042 per 1M input tokens (docs.typesafe.ai, checked 2026-10-01); output is free. ... ## Jev token questions\n--------------------------------------------------------------------------------\nJev Pricing Calculator – TypeSafe Jev API Cost (https://jevplayground.com/jev-pricing)\nciteturn0search10 [wordlim: 200] Crawled: yesterday; Our Phase 0 validation sent three real requests to `typesafe-ai/jev` through Vercel AI Gateway on September 18, 2026. ... An SDK response can still report an output-token count: usage measurement and pricing are separate. ... The currently published TypeSafe base rate is $0.042 per million input tokens, with output currently listed at $0.00.\n--------------------------------------------------------------------------------\nJev pricing — how much TypeSafe's System One model costs (https://www.jevtypesafeai.com/pricing)\nciteturn0search11 [wordlim: 200] Crawled: 2 weeks ago; # Jev pricing ... $0.042/M ... Sign in, create a key, prepay a small balance, and start making typed decisions in minutes — no TypeSafe waitlist, no key handling on your side.\n--------------------------------------------------------------------------------\nJev returns a typed decision plus a probability instead of text. Where that actually fits in an agent pipeline. (https://www.reddit.com/r/AI_Agents/comments/1wm85xg/jev_returns_a_typed_decision_plus_a_probability/)\nciteturn0reddit12 [wordlim: 200] Published: 2 weeks ago; TypeSafe AI shipped a model called Jev last week. ... Input runs $0.042 per million tokens, output is free. ... Full write-up with the pricing, published rate limits, eval methodology and the documented failure modes: https://onllm.dev/blog/6-typesafe-jev-system-one-models ... One thing to check before counting the savings: you pay for the whole state blob on every call, so cost per decision can land above a short prompt to a cheap model even though the per-token price is tiny.\n--------------------------------------------------------------------------------\nTried TypeSafe's new \"decision-only\" model (Jev) as an agent router: 145-271ms end to end, curious if others have tested it (https://www.reddit.com/r/LLMDevs/comments/1wihigc/tried_typesafes_new_decisiononly_model_jev_as_an/)\nciteturn0reddit13 [wordlim: 200] Published: 3 weeks ago; They're claiming $0.042 per million input tokens, free output, and under 500ms responses. ... I'm building myself a family assistant (iOS app) and I'm about to try adding Jev in now that it's available in open router. https://openrouter.ai/\\~typesafe/jev-latest\n--------------------------------------------------------------------------------\nJev looks perfect for logs until you read its own list of limits (https://www.reddit.com/r/LLMDevs/comments/1wq13ef/jev_looks_perfect_for_logs_until_you_read_its_own/)\nciteturn0reddit14 [wordlim: 200] Published: last week; jev = a model by typesafe ai, released september 15. it doesn't write text at all: you give it a question and answer options, it returns its pick and a probability for each option. no training needed, you describe the decision and the options right in the request. input is $0.042 per 1M tokens, answers are free. ... source: our jev breakdown with the specs, pricing and all 9 limits from the docs: https://atomicbot.ai/blog/what-is-jev\n--------------------------------------------------------------------------------\nWHAT IS JEV? (https://www.reddit.com/r/AIToolsPerformance/comments/1wmjhrn/what_is_jev/)\nciteturn0reddit15 [wordlim: 200] Published: 2 weeks ago; I’ve been looking into TypeSafe AI’s Jev. ... • Jev input: $0.042 / 1M tokens\n--------------------------------------------------------------------------------\nAI model that returns decisions instead of text, and charges nothing for output (https://www.reddit.com/r/LLMDevs/comments/1wjpd7g/ai_model_that_returns_decisions_instead_of_text/)\nciteturn0reddit16 [wordlim: 200] Published: 2 weeks ago; Was granted early access to TypeSafe Jev. ... Cost: $0.042 per million input tokens, output free because it's more expensive to meter the output than to produce it, apparently. ... https://typesafe.ai/manifesto ... I think your idea would work in principal, basically that's an llm call with output limited to 1 token and /or K=1\n--------------------------------------------------------------------------------\nJev Guide 101 (https://www.reddit.com/r/AIAgentsInAction/comments/1wo7emi/jev_guide_101/)\nciteturn0reddit17 [wordlim: 200] Published: 2 weeks ago; from typesafe\\_sdk import Choice, Noul, Score, TypeSafeClient ... \\*\\*Pricing:\\*\\* $0.042 per million input tokens, output free. ... Jev gives you the label plus a calibrated number, and anything under 0.3–0.5 gets routed to a human instead of acted on automatically. ... Thanks for Contributing to r/AIAgentsInAction\n--------------------------------------------------------------------------------\nJev / TypesafeAI is revolutionary as LLM’s (https://www.reddit.com/r/ArtificialInteligence/comments/1wkhsyh/jev_typesafeai_is_revolutionary_as_llms/)\nciteturn0reddit18 [wordlim: 200] Published: 2 weeks ago; Now we run everything through JeV first at $0.042 MTok and only run the stuff that needs more attention through the LLM. ... I agree, but my comment was more about the scope of the headline, “Jev / TypesafeAI is revolutionary as LLMs.” ... I've been using LLMs as classifiers and routers for ages, and models like Luna are cheaper than Jev on certain tasks that re-use the input instructions across many instances (due to cheap input caching pricing). ... On twitter i read that it takes 4x more for the input tokens, not the cost the tokens and the price of Jev is 5x less. ... Even we assume that luna has to select just a single option requiring almost zero output token, at best luna is like 2x cheaper than luna and more faster.\n--------------------------------------------------------------------------------\n\"Tested @typesafeai 's claim that their new model Jev delivered \"comparable... intelligence\" to GPT-5.6 Terra on \"System 1\" tasks. To do this, I compare both models on multiple-choice benchmarks (MMLU, GPQA, etc.). Set reasoning=none for Terra for sys 1. Result: Jev is Terra-tier.\" (https://www.reddit.com/r/accelerate/comments/1wik61b/tested_typesafeai_s_claim_that_their_new_model/)\nciteturn0reddit19 [wordlim: 200] Published: 2 weeks ago; Except Jev is priced at only $0.042 per Mtok!> So in summary - if you want the reasoning ability of ~one Terra forward pass over a context at a much cheaper price, Jev is a very good candidate.\n--------------------------------------------------------------------------------\n\"Tested @typesafeai 's claim that their new model Jev delivered \"comparable... intelligence\" to GPT-5.6 Terra on \"System 1\" tasks. To do this, I compare both models on multiple-choice benchmarks (MMLU, GPQA, etc.). Set reasoning=none for Terra for sys 1. Result: Jev is Terra-tier.\" (https://www.reddit.com/r/ProAI/comments/1wik66s/tested_typesafeai_s_claim_that_their_new_model/)\nciteturn0reddit20 [wordlim: 200] Published: 2 weeks ago; Except Jev is priced at only $0.042 per Mtok!> So in summary - if you want the reasoning ability of ~one Terra forward pass over a context at a much cheaper price, Jev is a very good candidate.\n--------------------------------------------------------------------------------\nTypeSafe AI Releases Jev: A System One Model That Returns Typed, Calibrated Decisions Instead of Text (https://www.reddit.com/r/machinelearningnews/comments/1wku8qn/typesafe_ai_releases_jev_a_system_one_model_that/)\nciteturn0reddit21 [wordlim: 200] Published: 2 weeks ago; TypeSafe AI released Jev, a model from an RLHF (reinforcement learning from human feedback) co-inventor that does not generate text. ... \\- $0.042 per 1M input tokens, output tokens free\n--------------------------------------------------------------------------------\n[Removed] (https://www.reddit.com/r/AI_Agents/comments/1woavck/removed/)\nciteturn0reddit22 [wordlim: 200] Published: 2 weeks ago; On cost, the price is really low ($0.042/M input, output is free), so if your bill looks high, it's almost always the input size. ... Slightly opinionated post about Jev I came across https://www.linkedin.com/pulse/jev-dead-long-live-dion-wiggins-ktbqf/ Article argues the decision-making capability Jev sells was already inside open base models from pre-training, and typesafe only noticed you could read it out as logits over constrained options. ... Then create an api key and go through their docs at docs.typesafe.ai\n--------------------------------------------------------------------------------\nSimplest Guide to JEV (https://www.reddit.com/r/AIAgentsInAction/comments/1wkoyfc/simplest_guide_to_jev/)\nciteturn0reddit23 [wordlim: 200] Published: 2 weeks ago; TypeSafe AI's Jev,, skips generation. ... TypeSafe's numbers: 70 to 500 millisecond latency, $0.042 per million input tokens with output free, claims up to 200 times faster and 400 times cheaper than an equivalent LLM workflow.\n"}
{"status":"fulfilled","value":{"chunk_id":"2b162e","wall_time_seconds":0.000007584,"exit_code":0,"original_token_count":469,"output":"artifacts/start.png\nartifacts/simple-desktop-playing.png\nartifacts/three-snakes-desktop.png\nartifacts/traces-reference.png\nartifacts/mobile.png\nartifacts/caught-game-over.png\nartifacts/simple-desktop-start.png\nartifacts/three-snakes-mobile.png\nartifacts/simple-mobile.png\nartifacts/probability-sidebar-mobile.png\nartifacts/playing.png\nartifacts/probability-sidebar-desktop.png\n{\n \"bytes\": 1094,\n \"payload\": {\n \"model\": \"jev-1.13.0\",\n \"state\": {\n \"game\": \"You control the snake. A human controls the apple and can jump one square at a time. Catch the apple.\",\n \"apple_relative_to_head\": \"right\",\n \"current_heading\": \"right\",\n \"recent_apple_moves\": [],\n \"snake_length\": 4,\n \"note\": \"All offered moves are immediately legal. Route distances are precomputed by the game. The apple may move again.\"\n },\n \"questions\": {\n \"move\": {\n \"type\": \"choice\",\n \"instructions\": \"Choose the next snake movement to catch the moving apple as quickly as possible. Prefer a shortest clear route. When routes tie, use the apple movement history to pursue or intercept it. Avoid unnecessary detours. Pick one of the offered directions.\",\n \"criteria\": {\n \"up\": {\n \"movement\": \"Move one square up.\",\n \"pursuit\": \"A longer route to the apple.\",\n \"clear_steps_to_apple\": 8,\n \"keeps_heading\": false\n },\n \"right\": {\n \"movement\": \"Move one square right.\",\n \"pursuit\": \"One of the shortest clear routes to the apple.\",\n \"clear_steps_to_apple\": 6,\n \"keeps_heading\": true\n },\n \"down\": {\n \"movement\": \"Move one square down.\",\n \"pursuit\": \"A longer route to the apple.\",\n \"clear_steps_to_apple\": 8,\n \"keeps_heading\": false\n }\n }\n }\n }\n }\n}\n"}}>rg --files artifacts && node --input-type=module -e 'import {buildQuestion,newGame} from "./public/game.mjs"; const p=JSON.stringify(buildQuestion(newGame())); console.log(JSON.stringify({bytes:Buffer.byteLength(p),payload:JSON.parse(p)},null,2));'{"status":"fulfilled","value":"Jev pricing, without the guesswork | TypeSafe ai (https://www.typesafeai.org/guides/jev-pricing)\nciteturn0search0 [wordlim: 200] Published: 2 weeks ago; Crawled: last week; # Jev pricing, without the guessworkUnderstand the published input-token price, then estimate the cost of the whole workflow.typesafe ai editorial 3 min read Reviewed Sep 21, 2026 ... As checked on September 21, 2026, TypeSafe's model reference lists Jev 1.13 at $0.042 per million input tokens, equivalent to $42 per billion input tokens.\n\nTHE READING ROOMReference / JEV GUIDE\n\n# Jev pricing, without the guesswork\n\nUnderstand the published input-token price, then estimate the cost of the whole workflow.\n\ntypesafe ai editorial3 min read Reviewed Sep 21, 2026\n\nTHE SHORT VERSION\n\nThe official model page lists $0.042 per million input tokens, with output tokens free. Total workflow cost can also include extraction, other models and repeated calls.\n\n## The published price\n\nAs checked on September 21, 2026, TypeSafe's model reference lists Jev 1.13 at $0.042 per million input tokens, equivalent to $42 per billion input tokens. Output tokens are listed as free. This is the model provider's price, not a subscription offered by this site.\n\nPrices and service conditions can change. Confirm the current terms in the official documentation and your provider account before planning a budget.\n\n## Calculate from total input\n\nFor a simple estimate, multiply the total input tokens by the price per million:\n\nEXAMPLE Copy\n--------------------------------------------------------------------------------\nTypeSafe AI : Try the Jev AI Model for Automation (https://typesafe-ai.com/)\nciteturn0search1 [wordlim: 200] Crawled: 2 weeks ago; curl -X POST \\ api.typesafe.ai/v1/systemone \\ -H \"Authorization: Bearer $KEY\" \\ -d @ticket.json 200 jev-1.13.0 392 in/65 out department technical conf 0.78 technical 0.85 billing 0.15 sales 0.00 frustration 1.0 conf 1.00 1 = \"Frustrated but civil\"is_urgent 1.00 ... Sampling | Sequential, one token at a time | Parallel, all answers in one query ... ## Jev pricing and how to get early access ... TypeSafe lists $0.042 per million input tokens ($42 per billion), with output tokens free.\n--------------------------------------------------------------------------------\nJev pricing and versions | TypeSafe AI Jev (https://www.jev-llm.com/official/pricing/)\nciteturn0search2 [wordlim: 200] Crawled: 2 weeks ago; # Jev pricing, versions and limitsUse this page for a quick estimate, then verify current pricing and terms on TypeSafe AI's own documentation. ... Input price | $0.042 / 1M tokens ... ## Do not compare only the token price\n--------------------------------------------------------------------------------\nJev pricing · jev.pro (https://jev.pro/access/pricing/)\nciteturn0search3 [wordlim: 200] Crawled: 2 weeks ago; * OpenRouter Jev 1.13: $0.042 / $0 per 1M, plus a weighted avg input ~$0.04152 / M that they publish. ... Do not mix a TypeSafe bearer token with a gateway base URL and file the 401 as a pricing bug. ... According to TypeSafe docs on 2026-09-21: $0.042 per million input tokens, output free, for Jev 1.13.\n--------------------------------------------------------------------------------\nJev AI (TypeSafe): pricing, limits and independent measurements | Jev Pricing (https://jevpricing.com/jev-ai/)\nciteturn0search4 [wordlim: 200] Published: 3 weeks ago; Crawled: last week; # Jev AI (TypeSafe): pricing, limits and independent measurements ... Price | $0.042 per 1M input tokens; output free; no subscription published ... Instead of generating text token by token, it reads your input once and answers every question you ask about it in parallel, as one of three types:\n--------------------------------------------------------------------------------\nJev Pricing | Jev AI Hub | Jev AI Hub (https://www.jevaihub.com/pricing/)\nciteturn0search5 [wordlim: 200] Crawled: last week; Jev API pricing from TypeSafe's official models page: $0.042 per million input tokens, output free, last verified 2026-09-20. ... A third-party article reported the same $0.042 / million input price on Vercel AI Gateway under `typesafe-ai/jev`.\n--------------------------------------------------------------------------------\nJev pricing: API costs and monthly examples | Jev Guide (https://jevguide.ai/guides/jev-pricing)\nciteturn0search6 [wordlim: 200] Crawled: last week; As of docs.typesafe.ai/models, verified 2026-09-22, direct TypeSafe API access to Jev bills $0.042 per million input tokens ($42 per billion), and output tokens are documented as free. ... Under the pricing above, output tokens add nothing to that formula: there is no output-token charge to add. ... If you see a price for Jev or System One somewhere other than typesafe.ai, check what it actually is before trusting it: TypeSafe's own docs describe the direct API price above; a gateway or proxy that resells the TypeSafe API should separately document any markup or per-request fee it adds on top; and an unrelated service selling its own hosted feature or credits built on Jev has its own price, not TypeSafe's.\n--------------------------------------------------------------------------------\nJev pricing calculator — API cost, throughput and context | Jev Pricing (https://jevpricing.com/)\nciteturn0search7 [wordlim: 200] Crawled: last week; Jev’s rate and limits come from docs.typesafe.ai/models, checked 2026-09-29. ... ## Jev pricing and limits at a glance ... Jev is pay-as-you-go: one price, per input token, with output free. ... OpenRouter serves Jev at the same $0.042 per 1M with no waitlist and no TypeSafe account, but lists a 32K context window rather than 64K.\n--------------------------------------------------------------------------------\nJev pricing and cost — Jev News (https://jevainews.com/jev/pricing/)\nciteturn0search8 [wordlim: 200] Published: 6 days ago; Crawled: 4 days ago; # Jev's list price is $0.042 per million input tokens, and output is free.Opened October 1, 2026, TypeSafe's models page lists jev-1.13.0 at $0.042 per million input tokens and $0 for output.\n--------------------------------------------------------------------------------\nJev API token billing: what a request costs, measured | Jev Pricing (https://jevpricing.com/tokens/)\nciteturn0search9 [wordlim: 200] Crawled: 6 days ago; Cost at $0.042 per 1M input tokens (docs.typesafe.ai, checked 2026-10-01); output is free. ... ## Jev token questions\n--------------------------------------------------------------------------------\nJev Pricing Calculator – TypeSafe Jev API Cost (https://jevplayground.com/jev-pricing)\nciteturn0search10 [wordlim: 200] Crawled: yesterday; Our Phase 0 validation sent three real requests to `typesafe-ai/jev` through Vercel AI Gateway on September 18, 2026. ... An SDK response can still report an output-token count: usage measurement and pricing are separate. ... The currently published TypeSafe base rate is $0.042 per million input tokens, with output currently listed at $0.00.\n--------------------------------------------------------------------------------\nJev pricing — how much TypeSafe's System One model costs (https://www.jevtypesafeai.com/pricing)\nciteturn0search11 [wordlim: 200] Crawled: 2 weeks ago; # Jev pricing ... $0.042/M ... Sign in, create a key, prepay a small balance, and start making typed decisions in minutes — no TypeSafe waitlist, no key handling on your side.\n--------------------------------------------------------------------------------\nJev returns a typed decision plus a probability instead of text. Where that actually fits in an agent pipeline. (https://www.reddit.com/r/AI_Agents/comments/1wm85xg/jev_returns_a_typed_decision_plus_a_probability/)\nciteturn0reddit12 [wordlim: 200] Published: 2 weeks ago; TypeSafe AI shipped a model called Jev last week. ... Input runs $0.042 per million tokens, output is free. ... Full write-up with the pricing, published rate limits, eval methodology and the documented failure modes: https://onllm.dev/blog/6-typesafe-jev-system-one-models ... One thing to check before counting the savings: you pay for the whole state blob on every call, so cost per decision can land above a short prompt to a cheap model even though the per-token price is tiny.\n--------------------------------------------------------------------------------\nTried TypeSafe's new \"decision-only\" model (Jev) as an agent router: 145-271ms end to end, curious if others have tested it (https://www.reddit.com/r/LLMDevs/comments/1wihigc/tried_typesafes_new_decisiononly_model_jev_as_an/)\nciteturn0reddit13 [wordlim: 200] Published: 3 weeks ago; They're claiming $0.042 per million input tokens, free output, and under 500ms responses. ... I'm building myself a family assistant (iOS app) and I'm about to try adding Jev in now that it's available in open router. https://openrouter.ai/\\~typesafe/jev-latest\n--------------------------------------------------------------------------------\nJev looks perfect for logs until you read its own list of limits (https://www.reddit.com/r/LLMDevs/comments/1wq13ef/jev_looks_perfect_for_logs_until_you_read_its_own/)\nciteturn0reddit14 [wordlim: 200] Published: last week; jev = a model by typesafe ai, released september 15. it doesn't write text at all: you give it a question and answer options, it returns its pick and a probability for each option. no training needed, you describe the decision and the options right in the request. input is $0.042 per 1M tokens, answers are free. ... source: our jev breakdown with the specs, pricing and all 9 limits from the docs: https://atomicbot.ai/blog/what-is-jev\n--------------------------------------------------------------------------------\nWHAT IS JEV? (https://www.reddit.com/r/AIToolsPerformance/comments/1wmjhrn/what_is_jev/)\nciteturn0reddit15 [wordlim: 200] Published: 2 weeks ago; I’ve been looking into TypeSafe AI’s Jev. ... • Jev input: $0.042 / 1M tokens\n--------------------------------------------------------------------------------\nAI model that returns decisions instead of text, and charges nothing for output (https://www.reddit.com/r/LLMDevs/comments/1wjpd7g/ai_model_that_returns_decisions_instead_of_text/)\nciteturn0reddit16 [wordlim: 200] Published: 2 weeks ago; Was granted early access to TypeSafe Jev. ... Cost: $0.042 per million input tokens, output free because it's more expensive to meter the output than to produce it, apparently. ... https://typesafe.ai/manifesto ... I think your idea would work in principal, basically that's an llm call with output limited to 1 token and /or K=1\n--------------------------------------------------------------------------------\nJev Guide 101 (https://www.reddit.com/r/AIAgentsInAction/comments/1wo7emi/jev_guide_101/)\nciteturn0reddit17 [wordlim: 200] Published: 2 weeks ago; from typesafe\\_sdk import Choice, Noul, Score, TypeSafeClient ... \\*\\*Pricing:\\*\\* $0.042 per million input tokens, output free. ... Jev gives you the label plus a calibrated number, and anything under 0.3–0.5 gets routed to a human instead of acted on automatically. ... Thanks for Contributing to r/AIAgentsInAction\n--------------------------------------------------------------------------------\nJev / TypesafeAI is revolutionary as LLM’s (https://www.reddit.com/r/ArtificialInteligence/comments/1wkhsyh/jev_typesafeai_is_revolutionary_as_llms/)\nciteturn0reddit18 [wordlim: 200] Published: 2 weeks ago; Now we run everything through JeV first at $0.042 MTok and only run the stuff that needs more attention through the LLM. ... I agree, but my comment was more about the scope of the headline, “Jev / TypesafeAI is revolutionary as LLMs.” ... I've been using LLMs as classifiers and routers for ages, and models like Luna are cheaper than Jev on certain tasks that re-use the input instructions across many instances (due to cheap input caching pricing). ... On twitter i read that it takes 4x more for the input tokens, not the cost the tokens and the price of Jev is 5x less. ... Even we assume that luna has to select just a single option requiring almost zero output token, at best luna is like 2x cheaper than luna and more faster.\n--------------------------------------------------------------------------------\n\"Tested @typesafeai 's claim that their new model Jev delivered \"comparable... intelligence\" to GPT-5.6 Terra on \"System 1\" tasks. To do this, I compare both models on multiple-choice benchmarks (MMLU, GPQA, etc.). Set reasoning=none for Terra for sys 1. Result: Jev is Terra-tier.\" (https://www.reddit.com/r/accelerate/comments/1wik61b/tested_typesafeai_s_claim_that_their_new_model/)\nciteturn0reddit19 [wordlim: 200] Published: 2 weeks ago; Except Jev is priced at only $0.042 per Mtok!> So in summary - if you want the reasoning ability of ~one Terra forward pass over a context at a much cheaper price, Jev is a very good candidate.\n--------------------------------------------------------------------------------\n\"Tested @typesafeai 's claim that their new model Jev delivered \"comparable... intelligence\" to GPT-5.6 Terra on \"System 1\" tasks. To do this, I compare both models on multiple-choice benchmarks (MMLU, GPQA, etc.). Set reasoning=none for Terra for sys 1. Result: Jev is Terra-tier.\" (https://www.reddit.com/r/ProAI/comments/1wik66s/tested_typesafeai_s_claim_that_their_new_model/)\nciteturn0reddit20 [wordlim: 200] Published: 2 weeks ago; Except Jev is priced at only $0.042 per Mtok!> So in summary - if you want the reasoning ability of ~one Terra forward pass over a context at a much cheaper price, Jev is a very good candidate.\n--------------------------------------------------------------------------------\nTypeSafe AI Releases Jev: A System One Model That Returns Typed, Calibrated Decisions Instead of Text (https://www.reddit.com/r/machinelearningnews/comments/1wku8qn/typesafe_ai_releases_jev_a_system_one_model_that/)\nciteturn0reddit21 [wordlim: 200] Published: 2 weeks ago; TypeSafe AI released Jev, a model from an RLHF (reinforcement learning from human feedback) co-inventor that does not generate text. ... \\- $0.042 per 1M input tokens, output tokens free\n--------------------------------------------------------------------------------\n[Removed] (https://www.reddit.com/r/AI_Agents/comments/1woavck/removed/)\nciteturn0reddit22 [wordlim: 200] Published: 2 weeks ago; On cost, the price is really low ($0.042/M input, output is free), so if your bill looks high, it's almost always the input size. ... Slightly opinionated post about Jev I came across https://www.linkedin.com/pulse/jev-dead-long-live-dion-wiggins-ktbqf/ Article argues the decision-making capability Jev sells was already inside open base models from pre-training, and typesafe only noticed you could read it out as logits over constrained options. ... Then create an api key and go through their docs at docs.typesafe.ai\n--------------------------------------------------------------------------------\nSimplest Guide to JEV (https://www.reddit.com/r/AIAgentsInAction/comments/1wkoyfc/simplest_guide_to_jev/)\nciteturn0reddit23 [wordlim: 200] Published: 2 weeks ago; TypeSafe AI's Jev,, skips generation. ... TypeSafe's numbers: 70 to 500 millisecond latency, $0.042 per million input tokens with output free, claims up to 200 times faster and 400 times cheaper than an equivalent LLM workflow.\n"}
{"status":"fulfilled","value":{"chunk_id":"2b162e","wall_time_seconds":0.000007584,"exit_code":0,"original_token_count":469,"output":"artifacts/start.png\nartifacts/simple-desktop-playing.png\nartifacts/three-snakes-desktop.png\nartifacts/traces-reference.png\nartifacts/mobile.png\nartifacts/caught-game-over.png\nartifacts/simple-desktop-start.png\nartifacts/three-snakes-mobile.png\nartifacts/simple-mobile.png\nartifacts/probability-sidebar-mobile.png\nartifacts/playing.png\nartifacts/probability-sidebar-desktop.png\n{\n \"bytes\": 1094,\n \"payload\": {\n \"model\": \"jev-1.13.0\",\n \"state\": {\n \"game\": \"You control the snake. A human controls the apple and can jump one square at a time. Catch the apple.\",\n \"apple_relative_to_head\": \"right\",\n \"current_heading\": \"right\",\n \"recent_apple_moves\": [],\n \"snake_length\": 4,\n \"note\": \"All offered moves are immediately legal. Route distances are precomputed by the game. The apple may move again.\"\n },\n \"questions\": {\n \"move\": {\n \"type\": \"choice\",\n \"instructions\": \"Choose the next snake movement to catch the moving apple as quickly as possible. Prefer a shortest clear route. When routes tie, use the apple movement history to pursue or intercept it. Avoid unnecessary detours. Pick one of the offered directions.\",\n \"criteria\": {\n \"up\": {\n \"movement\": \"Move one square up.\",\n \"pursuit\": \"A longer route to the apple.\",\n \"clear_steps_to_apple\": 8,\n \"keeps_heading\": false\n },\n \"right\": {\n \"movement\": \"Move one square right.\",\n \"pursuit\": \"One of the shortest clear routes to the apple.\",\n \"clear_steps_to_apple\": 6,\n \"keeps_heading\": true\n },\n \"down\": {\n \"movement\": \"Move one square down.\",\n \"pursuit\": \"A longer route to the apple.\",\n \"clear_steps_to_apple\": 8,\n \"keeps_heading\": false\n }\n }\n }\n }\n }\n}\n"}}{"status":"fulfilled","value":"Models - TypeSafe AI (https://docs.typesafe.ai/models)\nciteturn1view0 [wordlim: 200] Crawled: today; Content type: text/html; Source: open({\"ref_id\":\"https://docs.typesafe.ai/models\",\"lineno\":null}); Total lines: 164\nL0: > ## Documentation Index\nL1: >\nL2: > Fetch the complete documentation index at: cite0†/llms.txt L3: >\nL4: > Use this file to discover all available pages before exploring further.\nL5: \nL6: cite1†Skip to main content L7: \nL8: cite2†TypeSafe AI home page L9: \nL10: Search...\nL11: \nL12: Navigation\nL13: \nL14: Reference\nL15: \nL16: Models\nL17: \nL18: Reference\nL19: # Models\nL20: \nL21: Copy page Copy page\nL22: \nL23: Jev is TypeSafe’s flagship model and the first cite3†System One model . Every model on this page is served by the same endpoint, `POST /v1/systemone`. The request’s `model` field selects which one handles the call; see the cite4†API reference for the full request shape.\nL24: ##\nL25: \nL26: cite5† L27: \nL28: Current models\nL29: \nL30: Jev 1.13 | `jev-1.13.0`\nL31: --- | ---\nL32: Price (per Btok / per Mtok) | $42 / $0.042\nL33: Rate limits | 100K tokens per second / 80 requests per second\nL34: Context length | 64k tokens per request; 32k tokens for `state` plus the longest question\nL35: Input | Text only. String, JSON object, or array of text values. No image, audio, or video input.\nL36: * Price: Charged per input token. Output tokens are free. A Btok is a billion tokens and an Mtok is a million tokens.\nL37: * Rate limits: Measured in tokens per second and requests per second. A request over either limit returns `429 Too Many Requests`. Our cite6†client SDKs retry with backoff by default and honor the `retry-after` header when the response carries one. If you call the HTTP API directly, see cite7†Handling rate limits .\nL38: * Context length: Jev ingests the `state` once and evaluates every question against it in parallel. The 64k budget covers the `state` plus all questions combined; the 32k budget applies to the `state` plus the single longest question. See cite8†Speculative fan-out for packing many questions into one request, and cite9†Jev 1.13 jaggedness for how accuracy shifts as the state grows.\nL39: * Input: Jev evaluates natural-language text. Pre-process non-text inputs (images, audio, video, binaries) into text or structured fields before sending them as `state`. See cite10†State for supported shapes.\nL40: Rate limits are adjusting dynamically. We are serving a very large volume of demand, and the limits above can change without notice while we do, as upcoming large GPU deals land and we let in more users. Once things settle down more, we’ll be able to offer more stable limits. Higher limits are available on custom and enterprise plans. Contact sales@typesafe.ai.\nL41: ##\nL42: \nL43: cite11† L44: \nL45: Aliases\nL46: \nL47: An alias is a model name that resolves to a versioned model ID. Send it in the `model` field like any other name.\nL48: \nL49: Alias | Points to | Meaning\nL50: --- | --- | ---\nL51: `jev-latest` | `jev-1.13.0` | The most recent stable, official release. The default in our client SDKs, and the name the examples in these docs use.\nL52: `jev-preview` | `jev-1.13.0` | The most recent release, whether or not it is an official one. Moves ahead of `jev-latest` when a preview build is available.\nL53: `jev-preview` currently points to the same model as `jev-latest`. There is no preview build available right now.\nL54: \nL55: An alias moves when a new release ships, so the answers behind it can change without a change on your side. The response’s `model` field reports the versioned ID that answered, so you can log which model produced each result. If you have tuned confidence thresholds against a specific version, pin that version’s ID instead of the alias and move to the new one on your own schedule.\nL56: ##\nL57: \nL58: cite12† L59: \nL60: Customizing Jev\nL61: \nL62: Jev is not fine-tuned or LoRA-adapted with customer data. It is trained with cite13†RLCD to return calibrated decisions, and the same weights serve every account. You shape its answers to your domain through the request rather than through per-account weights:\nL63: * Put your proprietary content, records, and reference material in the `state` field. See cite10†State .\nL64: * Encode your domain rules and boundary cases in the `instructions` and `criteria` of each question. See cite14†How to build with TypeSafe and cite15†Advanced: structure .\nL65: * Decompose broad judgments into atomic questions and combine the outputs in code. See cite16†Composite scoring and the cite17†AutoResearch cookbook for training a downstream classical model on Jev’s probabilities.\nL66: ##\nL67: \nL68: cite18† L69: \nL70: Language support\nL71: \nL72: Jev accepts natural-language text. English is the primary training language and where accuracy is currently best. Other languages, including CJK scripts, are handled but not equally well; test on your own content before relying on Jev for a non-English workload, and pay close attention to cite19†Confidence when routing.\nL73: ##\nL74: \nL75: cite20† L76: \nL77: Data handling\nL78: \nL79: Jev is not trained on customer requests or responses. See cite21†Legal for the Data Processing Agreement, the Privacy Policy, and details on zero data retention (ZDR) for enterprise customers.\nL80: ##\nL81: \nL82: cite22† L83: \nL84: Listing models\nL85: \nL86: `GET /v1/models` returns the names your account can send in the `model` field, with a description and release date for each. It currently lists the aliases. Versioned IDs such as `jev-1.13.0` are accepted by the `model` field whether or not they appear in the list.\nL87: \nL88: cURL\nL89: \nL90: Python\nL91: JavaScript\nL92: \nL93: `curl https://api.typesafe.ai/v1/models \\\nL94: -H \"Authorization: Bearer $TYPESAFE_API_KEY\"\nL95: `\nL96: \nL97: `from typesafe_sdk import TypeSafeClient\nL98: \nL99: with TypeSafeClient() as client:\nL100: for model in client.models.list().models:\nL101: print(model.name, model.release_date, model.description)\nL102: `\nL103: \nL104: `import { TypeSafeClient } from \"@typesafe-ai/sdk\";\nL105: \nL106: const client = new TypeSafeClient();\nL107: const models = await client.models.list();\nL108: for (const model of models) {\nL109: console.log(model.name, model.release_date, model.description);\nL110: }\nL111: `\nL112: cite23† L113: \nL114: [Button: models]\nL115: \nL116: array\nL117: \nL118: required\nL119: \nL120: One entry per model or alias.\nL121: \nL122: Show properties\nL123: \nL124: cite24† L125: \nL126: [Button: name]\nL127: \nL128: string\nL129: \nL130: required\nL131: \nL132: The model ID or alias, as accepted by the `model` field.\nL133: \nL134: cite25† L135: \nL136: [Button: description]\nL137: \nL138: string\nL139: \nL140: required\nL141: \nL142: What the model is for.\nL143: \nL144: cite26† L145: \nL146: [Button: release_date]\nL147: \nL148: string\nL149: \nL150: required\nL151: \nL152: When the model or alias was released.\nL153: \nL154: See the cite27†Python and cite28†JavaScript SDK references for the full method signatures.\nL155: \nL156: Was this page helpful?\nL157: \nL158: Yes No\nL159: \nL160: cite4†API reference Next L161: cite29†github†github.com cite30†discord†discord.gg cite31†x†x.com L162: \nL163: cite32†Powered byThis documentation is built and hosted on Mintlify, a developer documentation platform†www.mintlify.com "}
{"status":"fulfilled","value":{"chunk_id":"833c34","wall_time_seconds":0.156697916,"exit_code":0,"original_token_count":22,"output":"{\"model\":\"jev-1.13.0\",\"usage\":{\"input_tokens\":591,\"output_tokens\":38},\"latencyMs\":232}\n"}}>node --input-type=module <<'JS'
import { buildQuestion, newGame } from './public/game.mjs';
process.loadEnvFile();
const key = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;
if (!key) { console.log('No key configured; no live measurement.'); process.exit(0); }
const start = performance.now();
const response = await fetch('https://api.typesafe.ai/v1/systemone', { method: 'POST', headers: { Authorization: `Bearer ${key}`, 'Content-Type': 'application/json' }, body: JSON.stringify(buildQuestion(newGame())), signal: AbortSignal.timeout(10000) });
if (!response.ok) { console.log(JSON.stringify({ status: response.status })); process.exit(0); }
const data = await response.json();
console.log(JSON.stringify({ model: data.model, usage: data.usage, latencyMs: Math.round(performance.now()-start) }));
JS{"status":"fulfilled","value":"Models - TypeSafe AI (https://docs.typesafe.ai/models)\nciteturn1view0 [wordlim: 200] Crawled: today; Content type: text/html; Source: open({\"ref_id\":\"https://docs.typesafe.ai/models\",\"lineno\":null}); Total lines: 164\nL0: > ## Documentation Index\nL1: >\nL2: > Fetch the complete documentation index at: cite0†/llms.txt L3: >\nL4: > Use this file to discover all available pages before exploring further.\nL5: \nL6: cite1†Skip to main content L7: \nL8: cite2†TypeSafe AI home page L9: \nL10: Search...\nL11: \nL12: Navigation\nL13: \nL14: Reference\nL15: \nL16: Models\nL17: \nL18: Reference\nL19: # Models\nL20: \nL21: Copy page Copy page\nL22: \nL23: Jev is TypeSafe’s flagship model and the first cite3†System One model . Every model on this page is served by the same endpoint, `POST /v1/systemone`. The request’s `model` field selects which one handles the call; see the cite4†API reference for the full request shape.\nL24: ##\nL25: \nL26: cite5† L27: \nL28: Current models\nL29: \nL30: Jev 1.13 | `jev-1.13.0`\nL31: --- | ---\nL32: Price (per Btok / per Mtok) | $42 / $0.042\nL33: Rate limits | 100K tokens per second / 80 requests per second\nL34: Context length | 64k tokens per request; 32k tokens for `state` plus the longest question\nL35: Input | Text only. String, JSON object, or array of text values. No image, audio, or video input.\nL36: * Price: Charged per input token. Output tokens are free. A Btok is a billion tokens and an Mtok is a million tokens.\nL37: * Rate limits: Measured in tokens per second and requests per second. A request over either limit returns `429 Too Many Requests`. Our cite6†client SDKs retry with backoff by default and honor the `retry-after` header when the response carries one. If you call the HTTP API directly, see cite7†Handling rate limits .\nL38: * Context length: Jev ingests the `state` once and evaluates every question against it in parallel. The 64k budget covers the `state` plus all questions combined; the 32k budget applies to the `state` plus the single longest question. See cite8†Speculative fan-out for packing many questions into one request, and cite9†Jev 1.13 jaggedness for how accuracy shifts as the state grows.\nL39: * Input: Jev evaluates natural-language text. Pre-process non-text inputs (images, audio, video, binaries) into text or structured fields before sending them as `state`. See cite10†State for supported shapes.\nL40: Rate limits are adjusting dynamically. We are serving a very large volume of demand, and the limits above can change without notice while we do, as upcoming large GPU deals land and we let in more users. Once things settle down more, we’ll be able to offer more stable limits. Higher limits are available on custom and enterprise plans. Contact sales@typesafe.ai.\nL41: ##\nL42: \nL43: cite11† L44: \nL45: Aliases\nL46: \nL47: An alias is a model name that resolves to a versioned model ID. Send it in the `model` field like any other name.\nL48: \nL49: Alias | Points to | Meaning\nL50: --- | --- | ---\nL51: `jev-latest` | `jev-1.13.0` | The most recent stable, official release. The default in our client SDKs, and the name the examples in these docs use.\nL52: `jev-preview` | `jev-1.13.0` | The most recent release, whether or not it is an official one. Moves ahead of `jev-latest` when a preview build is available.\nL53: `jev-preview` currently points to the same model as `jev-latest`. There is no preview build available right now.\nL54: \nL55: An alias moves when a new release ships, so the answers behind it can change without a change on your side. The response’s `model` field reports the versioned ID that answered, so you can log which model produced each result. If you have tuned confidence thresholds against a specific version, pin that version’s ID instead of the alias and move to the new one on your own schedule.\nL56: ##\nL57: \nL58: cite12† L59: \nL60: Customizing Jev\nL61: \nL62: Jev is not fine-tuned or LoRA-adapted with customer data. It is trained with cite13†RLCD to return calibrated decisions, and the same weights serve every account. You shape its answers to your domain through the request rather than through per-account weights:\nL63: * Put your proprietary content, records, and reference material in the `state` field. See cite10†State .\nL64: * Encode your domain rules and boundary cases in the `instructions` and `criteria` of each question. See cite14†How to build with TypeSafe and cite15†Advanced: structure .\nL65: * Decompose broad judgments into atomic questions and combine the outputs in code. See cite16†Composite scoring and the cite17†AutoResearch cookbook for training a downstream classical model on Jev’s probabilities.\nL66: ##\nL67: \nL68: cite18† L69: \nL70: Language support\nL71: \nL72: Jev accepts natural-language text. English is the primary training language and where accuracy is currently best. Other languages, including CJK scripts, are handled but not equally well; test on your own content before relying on Jev for a non-English workload, and pay close attention to cite19†Confidence when routing.\nL73: ##\nL74: \nL75: cite20† L76: \nL77: Data handling\nL78: \nL79: Jev is not trained on customer requests or responses. See cite21†Legal for the Data Processing Agreement, the Privacy Policy, and details on zero data retention (ZDR) for enterprise customers.\nL80: ##\nL81: \nL82: cite22† L83: \nL84: Listing models\nL85: \nL86: `GET /v1/models` returns the names your account can send in the `model` field, with a description and release date for each. It currently lists the aliases. Versioned IDs such as `jev-1.13.0` are accepted by the `model` field whether or not they appear in the list.\nL87: \nL88: cURL\nL89: \nL90: Python\nL91: JavaScript\nL92: \nL93: `curl https://api.typesafe.ai/v1/models \\\nL94: -H \"Authorization: Bearer $TYPESAFE_API_KEY\"\nL95: `\nL96: \nL97: `from typesafe_sdk import TypeSafeClient\nL98: \nL99: with TypeSafeClient() as client:\nL100: for model in client.models.list().models:\nL101: print(model.name, model.release_date, model.description)\nL102: `\nL103: \nL104: `import { TypeSafeClient } from \"@typesafe-ai/sdk\";\nL105: \nL106: const client = new TypeSafeClient();\nL107: const models = await client.models.list();\nL108: for (const model of models) {\nL109: console.log(model.name, model.release_date, model.description);\nL110: }\nL111: `\nL112: cite23† L113: \nL114: [Button: models]\nL115: \nL116: array\nL117: \nL118: required\nL119: \nL120: One entry per model or alias.\nL121: \nL122: Show properties\nL123: \nL124: cite24† L125: \nL126: [Button: name]\nL127: \nL128: string\nL129: \nL130: required\nL131: \nL132: The model ID or alias, as accepted by the `model` field.\nL133: \nL134: cite25† L135: \nL136: [Button: description]\nL137: \nL138: string\nL139: \nL140: required\nL141: \nL142: What the model is for.\nL143: \nL144: cite26† L145: \nL146: [Button: release_date]\nL147: \nL148: string\nL149: \nL150: required\nL151: \nL152: When the model or alias was released.\nL153: \nL154: See the cite27†Python and cite28†JavaScript SDK references for the full method signatures.\nL155: \nL156: Was this page helpful?\nL157: \nL158: Yes No\nL159: \nL160: cite4†API reference Next L161: cite29†github†github.com cite30†discord†discord.gg cite31†x†x.com L162: \nL163: cite32†Powered byThis documentation is built and hosted on Mintlify, a developer documentation platform†www.mintlify.com "}
{"status":"fulfilled","value":{"chunk_id":"833c34","wall_time_seconds":0.156697916,"exit_code":0,"original_token_count":22,"output":"{\"model\":\"jev-1.13.0\",\"usage\":{\"input_tokens\":591,\"output_tokens\":38},\"latencyMs\":232}\n"}}Yes—every snake move makes a separate Jev API call. But we send a small decision summary, not the whole board or all snakes.
Here’s the current flow:
That’s in buildQuestion(). Each request is independent; we resend the instructions and summary every time. Moving the apple itself doesn’t trigger a call.
I tested one real starting-position request: 591 input tokens, about 1.1 KB of JSON, 232 ms round-trip. Jev currently charges $0.042 per million input tokens; output is free. Official pricing
Using that measured token count:
| Usage | Estimated model cost |
|---|---|
| One snake decision | $0.0000248 |
| One 60-second round | $0.0165 |
| One 10-minute round | $0.208 |
| 1,000 rounds lasting 60 seconds each | $16.55 |
These estimates assume the fastest configured pace: one decision every 210 ms per snake, with snake two spawning at 15 seconds and snake three at 25 seconds. Three snakes generate up to 14.3 requests/second. Slower responses reduce that rate; actual tokens vary. Hosting is additional.
A few details matter:
So the current model cost is roughly 1.7 cents per minute-long round. The clearest cost reduction would be letting local code handle forced moves and asking Jev less frequently for pursuit decisions.
No content
seems quite efficient how do u recommend we improve ?
No content
seems quite inefficient.. how do u recommend we improve?
Yes—the inefficiency is asking Jev to make a tiny decision every 210 ms when our code has already calculated the best routes.
I’d change it in this order:
Let code execute movement; let Jev choose tactics. Every 1–2 seconds, ask Jev whether each snake should chase directly, intercept the apple, or approach from another direction. Local pathfinding executes that tactic between calls. That gives the model a more meaningful job.
Get all three snakes’ tactics in one request. Share the apple’s position/history once and request a tactic for each snake. This also lets them coordinate instead of independently chasing the same target.
Reconsider tactics when something meaningful changes. A blocked route or sustained change in the apple’s direction can trigger an earlier decision, with a cooldown. Ordinary movement doesn’t need another request.
Handle forced moves locally. If only one direction is legal, there’s no decision for Jev to make. Skip that call immediately.
At three snakes, that changes up to 14.3 requests/second into roughly 0.5–1 request/second, plus occasional replanning. That’s 93–96% fewer requests before those extra calls. Token savings would be smaller because each request covers more information; we’d measure them rather than assume the same percentage.
I’d also move cost accounting onto the server so aborted browser requests still get counted, and track cost per active player-minute.
My recommendation: coordinated Jev tactics once per second, smooth local movement between decisions. It should make the snakes feel faster and more deliberate while reducing cost. We’d update the game’s description to “Jev directs the snakes,” since individual steps would then be executed locally.
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i dont get it.. pls explain
Right now, we’re doing this for every step of every snake:
Our code: “Going right is the shortest route to the apple. Up and down are longer. Which way?” Jev: “Right.”
Then we pay to ask almost the same question again 210 milliseconds later.
I’m suggesting we ask Jev for a plan that lasts several steps:
Jev: “Snake 1, chase the apple. Snake 2, move ahead of where the apple is heading. Snake 3, approach from above.”
Our code would move the snakes toward those targets. About once a second, Jev would see what changed and update the plan.
Think of Jev as a coach: give instructions, let the players act, then adjust. Currently, the coach has to approve every footstep.
That means fewer paid requests, smoother movement without waiting for the internet each step, and potentially better teamwork between snakes. The tradeoff is that Jev would choose their strategy rather than every individual move.
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awesome, yes implement this
I’ll have Jev choose coordinated targets once a second, with local pathfinding moving the snakes between updates. I’ll also update the inspector to show those plans and track usage on the server.
>rg --files -g AGENTS.md -g '*.mjs' -g '*.html' -g '*.css' -g package.json && cat tests/game.test.mjs && cat public/index.html && cat package.json{"chunk_id":"880c9f","wall_time_seconds":0.000008916,"exit_code":0,"original_token_count":2467,"output":"server.mjs\npackage.json\npublic/app.mjs\npublic/game.mjs\npublic/style.css\npublic/index.html\ntests/game.test.mjs\nimport test from 'node:test';\nimport assert from 'node:assert/strict';\nimport { newGame, validateState, moveApple, legalMoves, stepSnake, buildQuestion, MAX_SNAKES, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake } from '../public/game.mjs';\n\ntest('apple hops one square and cannot enter the snake or leave the board', () => {\n const s = newGame(); assert.equal(moveApple(s, 'up'), true); assert.deepEqual(s.apple, { x: 12, y: 7 });\n s.apple = { x: 6, y: 8 }; assert.equal(moveApple(s, 'left'), false);\n s.apple = { x: 0, y: 0 }; assert.equal(moveApple(s, 'up'), false);\n});\ntest('catching the apple removes it without a respawn', () => {\n const s = newGame(); s.apple = { x: 6, y: 8 };\n const result = stepSnake(s, 'right');\n assert.equal(result.ate, true); assert.equal(s.snake.length, 5);\n assert.equal(s.apple, null);\n});\ntest('body and walls prohibit moves but the vacating tail is legal', () => {\n const s = { snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }], apple: { x: 5, y: 5 }, direction: 'left' };\n assert.deepEqual(legalMoves(s).map(m => m.direction), ['down']);\n assert.equal(stepSnake(s, 'right').valid, false);\n assert.equal(stepSnake(s, 'down').valid, true);\n});\ntest('trapping the head produces no legal moves', () => {\n const s = { snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }, { x: 0, y: 2 }], apple: { x: 9, y: 9 }, direction: 'left' };\n assert.equal(legalMoves(s).length, 0);\n});\ntest('Jev receives precisely the legal directions and no private data', () => {\n const s = newGame(), request = buildQuestion(s);\n assert.deepEqual(Object.keys(request.questions.move.criteria), legalMoves(s).map(m => m.direction));\n assert.equal(request.questions.move.type, 'choice');\n assert.equal(request.questions.move.criteria.right.pursuit, 'One of the shortest clear routes to the apple.');\n assert.equal(JSON.stringify(request).includes('API_KEY'), false);\n});\ntest('rejects malformed board state', () => {\n assert.equal(validateState(newGame()), true);\n assert.equal(validateState({ ...newGame(), direction: '__proto__' }), false);\n assert.equal(validateState({ ...newGame(), snake: [{ x: 0, y: 0 }, { x: 2, y: 0 }] }), false);\n});\n\ntest('difficulty spawns at 15s and 25s, caps at three, and resets with a new round', () => {\n const arena = newArena();\n assert.equal(spawnDueSnakes(arena, 14.99).length, 0);\n assert.equal(spawnDueSnakes(arena, 15, () => .2).length, 1);\n assert.equal(spawnDueSnakes(arena, 24.99).length, 0);\n assert.equal(spawnDueSnakes(arena, 25, () => .8).length, 1);\n assert.equal(spawnDueSnakes(arena, 1000).length, 0);\n assert.equal(arena.snakes.length, MAX_SNAKES);\n assert.deepEqual(arena.snakes.map(s => s.id), [1, 2, 3]);\n assert.equal(newArena().snakes.length, 1);\n assert.equal(newArena().nextSpawnAt, 15);\n});\n\ntest('random spawns are valid and give the apple room to react, including at edges', () => {\n for (const apple of [{ x: 0, y: 0 }, { x: 16, y: 16 }, { x: 8, y: 8 }]) {\n for (const random of [0, .1, .5, .99999]) {\n const arena = newArena(); arena.apple = apple;\n const [actor] = spawnDueSnakes(arena, 15, () => random);\n assert.equal(validateState({ ...actor, apple }), true);\n assert.ok(actor.snake.every(p => Math.abs(p.x - apple.x) + Math.abs(p.y - apple.y) >= 3));\n assert.ok(legalMoves({ ...actor, apple }).some(m => m.direction === actor.direction));\n }\n }\n});\n\ntest('snakes pass through another snake body or head without ending the round', () => {\n for (const other of [\n [{ x: 6, y: 7 }, { x: 6, y: 8 }, { x: 6, y: 9 }, { x: 6, y: 10 }],\n [{ x: 6, y: 8 }, { x: 6, y: 9 }, { x: 6, y: 10 }, { x: 6, y: 11 }],\n ]) {\n const arena = newArena();\n arena.snakes.push({ id: 2, snake: other, direction: 'up' });\n const result = stepArenaSnake(arena, arena.snakes[0], 'right');\n assert.equal(result.valid, true);\n assert.ok(!result.collision);\n assert.deepEqual(arena.snakes[0].snake[0], { x: 6, y: 8 });\n assert.deepEqual(arena.snakes[1].snake, other);\n }\n});\n\ntest('own-body collision is terminal and does not mutate the snake', () => {\n const arena = newArena(), actor = arena.snakes[0];\n const before = structuredClone(actor.snake);\n const result = stepArenaSnake(arena, actor, 'left');\n assert.equal(result.valid, false);\n assert.equal(result.collision, true);\n assert.deepEqual(actor.snake, before);\n});\n\ntest('a catch by any of three snakes ends the round and blocks movement and spawns', () => {\n for (let index = 0; index < 3; index++) {\n const arena = newArena(); spawnDueSnakes(arena, 25, () => .5);\n const actor = arena.snakes[index];\n actor.snake = [{ x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 2, y: 8 }];\n arena.apple = { x: 6, y: 8 };\n const result = stepArenaSnake(arena, actor, 'right');\n assert.equal(result.ate, true);\n assert.equal(arena.caughtBy, actor.id);\n assert.equal(arena.apple, null);\n const frozen = structuredClone(arena);\n for (const snake of arena.snakes) assert.equal(stepArenaSnake(arena, snake, 'right').valid, false);\n assert.equal(moveArenaApple(arena, 'up'), false);\n assert.deepEqual(spawnDueSnakes(arena, 100), []);\n assert.deepEqual(arena, frozen);\n }\n const arena = newArena(); arena.apple = { x: 6, y: 8 };\n stepArenaSnake(arena, arena.snakes[0], 'right');\n assert.deepEqual(spawnDueSnakes(arena, 25), []);\n assert.equal(arena.snakes.length, 1);\n const fresh = newArena();\n assert.equal(fresh.caughtBy, null);\n assert.equal(fresh.snakes.length, 1);\n assert.equal(fresh.nextSpawnAt, 15);\n assert.deepEqual(fresh.apple, { x: 12, y: 8 });\n});\n\ntest('apple movement avoids every snake', () => {\n const arena = newArena(); spawnDueSnakes(arena, 15, () => .5);\n arena.snakes[1].snake = [{ x: 10, y: 10 }, { x: 10, y: 11 }, { x: 10, y: 12 }, { x: 10, y: 13 }];\n arena.apple = { x: 9, y: 10 };\n assert.equal(moveArenaApple(arena, 'right'), false);\n});\n<!doctype html>\n<html lang=\"en\">\n<head>\n <meta charset=\"UTF-8\"><meta name=\"viewport\" content=\"width=device-width, initial-scale=1\">\n <meta name=\"theme-color\" content=\"#f5f5f5\"><meta name=\"description\" content=\"You control the apple. Jev controls the snake.\">\n <title>Apple vs. Jev</title><link rel=\"icon\" href=\"/favicon.svg\"><link rel=\"stylesheet\" href=\"/style.css\">\n</head>\n<body>\n <header><a class=\"wordmark\" href=\"/\" aria-label=\"Apple versus Jev home\"><span class=\"mark\" aria-hidden=\"true\"></span> APPLE / JEV</a><div class=\"live-badge\" id=\"connection\"><span></span> Connecting</div></header>\n <main>\n <section class=\"intro\"><h1>You’re the apple.<br>Jev is the snake.</h1><p>Move with arrow keys or WASD. See how long you last.</p></section>\n <div class=\"play-area\">\n <section class=\"game\" aria-label=\"Apple versus Jev game\">\n <div class=\"scores\">\n <div>Time <strong><span id=\"time\">00</span>.<span id=\"tenths\">0</span>s</strong></div>\n <div>Best <strong id=\"best\">0.0s</strong></div>\n <div>Eaten <strong id=\"catches\">0</strong></div>\n <div>Snakes <strong id=\"snake-count\">1</strong></div>\n </div>\n <div class=\"board-wrap\" id=\"board-wrap\">\n <canvas id=\"board\" width=\"680\" height=\"680\" tabindex=\"0\" aria-label=\"Snake game. You control the apple with arrow keys or W A S D.\"></canvas>\n <div class=\"overlay\" id=\"overlay\"><div class=\"overlay-inner\"><span class=\"overline\" id=\"overlay-tag\">Your move</span><h2 id=\"overlay-title\">Stay out of reach.</h2><p id=\"overlay-copy\">You hop one square at a time.<br>Get caught and the round ends.</p><button id=\"start\" class=\"primary\">Play</button><small id=\"setup-hint\">Checking Jev connection…</small></div></div>\n <div class=\"catch-pop\" id=\"catch-pop\" aria-live=\"polite\"></div>\n </div>\n <div class=\"board-bottom\"><div class=\"legend\"><span><i class=\"apple-dot\"></i> You</span><span><i class=\"snake-dot\"></i> Jev</span></div><div class=\"actions\"><button id=\"pause\" disabled title=\"Pause or resume with P\">Pause <kbd>P</kbd></button><button id=\"restart\" aria-label=\"Restart game\">Restart</button></div></div>\n </section>\n <div class=\"touch-controls\" aria-label=\"Movement controls\"><button data-direction=\"left\" aria-label=\"Move left\">←</button><div><button data-direction=\"up\" aria-label=\"Move up\">↑</button><button data-direction=\"down\" aria-label=\"Move down\">↓</button></div><button data-direction=\"right\" aria-label=\"Move right\">→</button></div>\n <aside class=\"model-details\" aria-labelledby=\"model-title\">\n <div class=\"model-heading\"><h2 id=\"model-title\">Jev’s decisions</h2><span>Live</span></div>\n <div class=\"snake-picker\"><label for=\"snake-select\">Watching</label><select id=\"snake-select\"></select></div>\n <div class=\"details-content\"><div class=\"decision\" id=\"decision\">Waiting to start.</div><p id=\"decision-note\">Every snake move is chosen by Jev.</p><div class=\"probabilities\" id=\"probabilities\"></div><div class=\"telemetry\"><span>Response <strong id=\"latency\">—</strong></span><span>Decisions <strong id=\"calls\">0</strong></span><span>Session cost <strong id=\"cost\">$0.0000</strong></span></div></div>\n </aside>\n </div>\n <p class=\"game-note\"><span id=\"next-snake\">Next snake in 15s</span> · Maximum 3 snakes.<br>Snakes can cross each other. Trap any snake to win.</p>\n </main>\n <footer>Made with <a href=\"https://typesafe.ai\" target=\"_blank\" rel=\"noreferrer\">Jev by TypeSafe</a></footer>\n <script type=\"module\" src=\"/app.mjs\"></script>\n</body>\n</html>\n{\n \"name\": \"apple-vs-jev\",\n \"version\": \"1.0.0\",\n \"private\": true,\n \"type\": \"module\",\n \"scripts\": {\n \"start\": \"node server.mjs\",\n \"dev\": \"node --watch server.mjs\",\n \"test\": \"node --test tests/*.test.mjs\"\n },\n \"engines\": { \"node\": \">=22\" }\n}\n"}>for p in /AGENTS.md /Users/AGENTS.md /Users/sahaj/AGENTS.md /Users/sahaj/Desktop/AGENTS.md /Users/sahaj/Desktop/dev/AGENTS.md /Users/sahaj/Desktop/dev/program/AGENTS.md; do if [ -f "$p" ]; then cat "$p"; fi; done
cat public/style.css
ls /tmp | head -15{"chunk_id":"3f01f4","wall_time_seconds":0.000008625,"exit_code":0,"original_token_count":2001,"output":":root {\n font-family: -apple-system, BlinkMacSystemFont, \"Segoe UI\", Arial, sans-serif;\n color: #222; background: #f5f5f5; color-scheme: light; font-synthesis: none;\n --border: #ddd; --muted: #737373;\n}\n* { box-sizing: border-box; }\nbody { margin: 0; min-height: 100vh; }\nbutton, a { -webkit-tap-highlight-color: transparent; }\nbutton { font: inherit; cursor: pointer; }\nbutton:focus-visible, a:focus-visible, canvas:focus-visible { outline: 2px solid #555; outline-offset: 4px; }\nheader { height: 48px; padding: 0 22px; border-bottom: 1px solid #e3e3e3; display: flex; align-items: center; justify-content: space-between; }\n.wordmark { display: flex; align-items: center; gap: 10px; font-size: 12px; font-weight: 600; letter-spacing: 2px; text-decoration: none; color: inherit; }\n.mark { width: 15px; height: 15px; border: 1.5px solid #222; border-radius: 3px; position: relative; }\n.mark::after { content: \"\"; position: absolute; inset: 3px; border: 1.5px solid #222; border-radius: 1px; }\n.live-badge { display: flex; align-items: center; gap: 7px; font-size: 12px; color: var(--muted); }\n.live-badge > span { width: 5px; height: 5px; border-radius: 50%; background: #999; }\n.live-badge.ready > span { background: #628768; }\n.live-badge.error { color: #ad4034; }\n.live-badge.error > span { background: #ad4034; }\nmain { width: min(100% - 36px, 510px); margin: 0 auto; }\n.intro { padding: 30px 0 24px; text-align: center; }\nh1 { font-size: 34px; font-weight: 400; line-height: 1.08; letter-spacing: -1.6px; margin: 0 0 14px; }\n.intro p { font-size: 14px; color: var(--muted); line-height: 1.6; margin: 0; }\n.game { border: 1px solid #d2d2d2; border-radius: 7px; background: white; overflow: hidden; }\n.scores { display: grid; grid-template-columns: repeat(4, 1fr); border-bottom: 1px solid var(--border); padding: 13px 17px; }\n.scores > div { display: flex; align-items: center; gap: 9px; font-size: 12px; color: var(--muted); }\n.scores > div:not(:first-child) { justify-content: flex-end; }\n.scores strong { color: #262626; font-size: 13px; font-weight: 500; font-variant-numeric: tabular-nums; }\n.board-wrap { position: relative; aspect-ratio: 1; background: #fafafa; overflow: hidden; }\ncanvas { display: block; width: 100%; height: 100%; touch-action: none; }\n.overlay { position: absolute; inset: 0; display: grid; place-items: center; text-align: center; background: #fafafaeb; padding: 22px; }\n.overlay[hidden] { display: none; }\n.overlay-inner { width: 100%; max-width: 300px; }\n.overline { color: var(--muted); font-size: 12px; }\nh2 { font-size: 25px; font-weight: 400; letter-spacing: -.8px; margin: 13px 0 12px; }\n.overlay p { font-size: 14px; line-height: 1.65; color: #737373; margin: 0 0 23px; }\n.primary { background: #202020; color: #fff; border: 1px solid #202020; border-radius: 5px; font-size: 14px; padding: 10px 26px; min-width: 134px; }\n.primary:hover { background: #363636; }\n.primary:disabled { opacity: .45; cursor: wait; }\n.overlay small { display: block; font-size: 12px; line-height: 1.6; color: #888; margin: 15px auto 0; }\n.board-bottom { min-height: 49px; display: flex; align-items: center; justify-content: space-between; padding: 9px 14px; border-top: 1px solid var(--border); }\n.legend, .legend > span, .actions { display: flex; align-items: center; }\n.legend { gap: 15px; font-size: 12px; color: var(--muted); }\n.legend > span { gap: 6px; }\n.apple-dot, .snake-dot { display: inline-block; width: 7px; height: 7px; border-radius: 1px; background: #ed715d; }\n.snake-dot { background: #292929; }\n.actions { gap: 7px; }\n.actions button { font-size: 12px; background: #fff; color: #444; border: 1px solid #ddd; padding: 5px 9px; border-radius: 4px; }\n.actions button:hover { background: #f6f6f6; }\n.actions button:disabled { opacity: .4; cursor: default; }\nkbd, .key { font: inherit; color: #888; font-size: 10px; margin-left: 5px; }\n.catch-pop { position: absolute; left: 50%; top: 40%; transform: translateX(-50%); border: 1px solid #ddd; background: #fff; padding: 10px 16px; border-radius: 5px; font-size: 13px; color: #444; opacity: 0; pointer-events: none; transition: opacity .12s; white-space: nowrap; }\n.catch-pop.show { opacity: 1; }\n.play-area { position: relative; }\n.model-details { position: absolute; top: 0; left: calc(100% + 24px); width: 250px; border: 1px solid var(--border); border-radius: 5px; background: #fff; font-size: 12px; }\n.model-heading { display: flex; align-items: center; justify-content: space-between; padding: 15px 16px; }\n.model-heading h2 { font-size: 13px; font-weight: 500; letter-spacing: 0; margin: 0; }\n.model-heading > span { color: #888; font-size: 11px; }\n.snake-picker { display: flex; align-items: center; justify-content: space-between; margin: 0 16px 15px; font-size: 12px; color: #777; }\n.snake-picker select { font: inherit; color: #333; border: 1px solid #ddd; border-radius: 4px; padding: 5px 8px; background: #fff; }\n.snake-picker select:focus-visible { outline: 2px solid #555; outline-offset: 2px; }\n.details-content { padding: 3px 16px 16px; }\n.decision { font-size: 14px; color: #222; }\n.details-content > p { font-size: 12px; line-height: 1.5; color: #777; margin: 6px 0 15px; }\n.probabilities { display: grid; gap: 14px; }\n.prob-row { display: grid; grid-template-columns: 47px 1fr 34px; gap: 8px; align-items: center; color: #888; font-size: 11px; }\n.prob-row > span:last-child { text-align: right; font-variant-numeric: tabular-nums; }\n.prob-row.picked { color: #222; }\n.track { height: 5px; background: #eee; border-radius: 2px; overflow: hidden; }\n.fill { height: 100%; background: #aaa; transition: width .15s, background .15s; }\n.picked .fill { background: #333; }\n.telemetry { margin-top: 20px; padding-top: 13px; border-top: 1px solid #eee; display: grid; gap: 10px; color: #888; font-size: 11px; }\n.telemetry > span { display: flex; justify-content: space-between; }\n.telemetry strong { color: #444; font-weight: 400; margin-left: 4px; font-variant-numeric: tabular-nums; }\n.game-note { text-align: center; color: #999; font-size: 12px; line-height: 1.6; margin: 15px 0 0; }\nfooter { text-align: center; padding: 22px 16px; font-size: 12px; color: #999; }\nfooter a { color: #777; text-decoration: none; }\nfooter a:hover { text-decoration: underline; }\n.touch-controls { display: none; align-items: center; justify-content: center; gap: 8px; margin-top: 16px; }\n.touch-controls > div { display: grid; gap: 8px; }\n.touch-controls button { background: #fff; border: 1px solid #d5d5d5; color: #333; width: 48px; height: 42px; border-radius: 5px; font-size: 20px; touch-action: none; }\n.touch-controls button:active { background: #e8e8e8; }\n@media (max-width: 1119px) {\n .model-details { position: static; width: 100%; margin-top: 16px; }\n .telemetry { grid-template-columns: repeat(3, 1fr); gap: 16px; }\n}\n@media (max-width: 600px) {\n header { padding: 0 16px; height: 44px; }\n .wordmark { font-size: 11px; letter-spacing: 1.6px; }\n .live-badge { font-size: 11px; }\n main { width: min(100% - 28px, 510px); }\n .intro { padding: 25px 0 21px; }\n h1 { font-size: 30px; }\n .intro p { max-width: 290px; margin: auto; font-size: 13px; }\n .scores { padding: 12px; }\n .scores > div { gap: 5px; font-size: 11px; }\n .scores strong { font-size: 12px; }\n .touch-controls { display: flex; }\n .telemetry { grid-template-columns: 1fr; }\n}\n@media (min-width: 601px) and (max-height: 850px) {\n main { max-width: 440px; }\n .intro { padding: 22px 0 18px; }\n h1 { font-size: 30px; margin-bottom: 10px; }\n footer { padding: 16px; }\n}\n@media (prefers-reduced-motion: reduce) { * { transition: none !important; } }\n__pycache__\nbunx-501-prettier@3.6.2\ncodex-daemon-501\ncodex-youtube-KLYVEKu3HvM\ncom.apple.launchd.3sFznjW7Ix\ncom.apple.launchd.9HkRnMtPtn\ncom.apple.launchd.B8WB5R1ZOv\ncom.apple.launchd.G3pS0Jz5jg\ncom.apple.launchd.ZeVBBf0EQx\ncom.apple.launchd.eYfA71sxts\ncom.apple.launchd.ikTF2Od5L2\ncom.apple.launchd.oo5MsRQDHX\ncom.apple.launchd.sepB26PG0C\ncom.apple.launchd.vFfhCMYy2g\ngumloop-browser-check\n"}
[]
Internal Error ()
citeturn2view0 [wordlim: 200] Source: open({"ref_id":"https://docs.typesafe.ai/api-reference","lineno":null}); Total lines: 1
L0: URL https://docs.typesafe.ai/api-reference is not accessible via this tool.{"chunk_id":"3f01f4","wall_time_seconds":0.000008625,"exit_code":0,"original_token_count":2001,"output":":root {\n font-family: -apple-system, BlinkMacSystemFont, \"Segoe UI\", Arial, sans-serif;\n color: #222; background: #f5f5f5; color-scheme: light; font-synthesis: none;\n --border: #ddd; --muted: #737373;\n}\n* { box-sizing: border-box; }\nbody { margin: 0; min-height: 100vh; }\nbutton, a { -webkit-tap-highlight-color: transparent; }\nbutton { font: inherit; cursor: pointer; }\nbutton:focus-visible, a:focus-visible, canvas:focus-visible { outline: 2px solid #555; outline-offset: 4px; }\nheader { height: 48px; padding: 0 22px; border-bottom: 1px solid #e3e3e3; display: flex; align-items: center; justify-content: space-between; }\n.wordmark { display: flex; align-items: center; gap: 10px; font-size: 12px; font-weight: 600; letter-spacing: 2px; text-decoration: none; color: inherit; }\n.mark { width: 15px; 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L0: URL https://docs.typesafe.ai/api-reference is not accessible via this tool.>ls -d /tmp/*playwright* /tmp/*jev* /Users/sahaj/node_modules/playwright /Users/sahaj/node_modules/@playwright/test 2>/dev/null
curl -fsSL https://docs.typesafe.ai/llms.txt | head -45{"chunk_id":"4feeb9","wall_time_seconds":0.082925292,"exit_code":0,"original_token_count":2119,"output":"zsh:1: no matches found: /tmp/*playwright*\n# TypeSafe AI\n\n> How to use TypeSafe's System One API\n\n- [Introduction](https://docs.typesafe.ai/introduction.md): Jev is TypeSafe's flagship model and the first System One model. Send state and typed questions; get structured answers your code can use directly.\n- [Quick start](https://docs.typesafe.ai/introduction/quickstart.md): Prefer to just dive in? Here's everything you need to get started immediately.\n- [Jev with coding agents](https://docs.typesafe.ai/introduction/coding-agents.md): What Jev is (and isn't) when you're using a coding agent.\n- [Example use cases](https://docs.typesafe.ai/concepts/use-case-map.md): Explore TypeSafe use cases by industry and turn promising ideas into software workflows.\n- [System One](https://docs.typesafe.ai/concepts/system-one.md): System One models make fast, structured decisions for software. Jev is TypeSafe's flagship model and the first System One model.\n- [State](https://docs.typesafe.ai/concepts/state.md): What state is, how to structure it, and how to give a System One model the context it needs.\n- [Primitives (Questions)](https://docs.typesafe.ai/primitives.md): The three TypeSafe question types (Choice, Score, Noul), the typed answers they return, how to choose between them, and how to ask several at once.\n- [Choice](https://docs.typesafe.ai/primitives/choice.md): A Choice is a System One question type for selecting one option from a defined set. The answer includes the selected option, a probability for each option, and confidence.\n- [Score](https://docs.typesafe.ai/primitives/score.md): A Score is a System One question type for rating content against ordered, descriptive levels. The answer includes a score, a probability for each level, and confidence.\n- [Noul](https://docs.typesafe.ai/primitives/noul.md): A Noul question asks the TypeSafe model to evaluate a yes/no question and return the probability that the answer is yes.\n- [Advanced: structure](https://docs.typesafe.ai/primitives/advanced.md): Instructions, Choice options, Score levels, and Noul criteria all accept JSON structure.\n- [Confidence](https://docs.typesafe.ai/confidence.md): How TypeSafe reports certainty, how it differs from probability, and how to use it to control system behavior.\n- [How to build with TypeSafe](https://docs.typesafe.ai/concepts/how-to-build-with-system-one.md): Design AI-powered software by keeping code in control and giving System One narrow, structured decisions.\n- [AI primer](https://docs.typesafe.ai/introduction/machine-learning-primer.md): Why TypeSafe trains decision models with calibrated probabilities instead of optimizing for generated text.\n- [Patterns](https://docs.typesafe.ai/patterns.md): Architectural patterns for building systems with TypeSafe.\n- [Speculative fan-out](https://docs.typesafe.ai/patterns/fan-out.md): Send many questions in a single call, including speculative ones, and let your code decide what's relevant.\n- [Confidence-gated routing](https://docs.typesafe.ai/patterns/confidence-routing.md): Use confidence as a second axis. The answer tells you what; confidence tells you whether to act.\n- [Composite scoring](https://docs.typesafe.ai/patterns/composite-scoring.md): Break a complex judgment into atomic scores, combine with weights you control in code.\n- [Intent routing](https://docs.typesafe.ai/patterns/intent-routing.md): Classify incoming requests and route each to the optimal handler: deterministic logic, a specialist LLM, or a human.\n- [Cookbooks](https://docs.typesafe.ai/cookbooks.md): End-to-end recipes that show TypeSafe in real problems, from a few questions to full pipelines.\n- [Self-consistency: nouls](https://docs.typesafe.ai/cookbooks/consistency_noul_cookbook.md): Route uncertain probabilities to human review while keeping the underlying noul values visible.\n- [Self-consistency: choices](https://docs.typesafe.ai/cookbooks/consistency_choice_cookbook.md): Add an uncertain outcome to moderation decisions and compare label agreement with the share of automatic actions.\n- [Parallel questions](https://docs.typesafe.ai/cookbooks/parallel_questions.md): Runs a 13-question regulatory briefing over the GDPR Wikipedia article, showing that batching every question into one TypeSafe call is 12.2x cheaper and 10.0x faster with no change in answers.\n- [Re-ranking](https://docs.typesafe.ai/cookbooks/rerank_typesafe.md): Builds 30-passage BM25 shortlists for 40 CLERC legal queries, then uses one TypeSafe question per query-candidate pair to raise top-1 accuracy from 5% to 18% and top-10 accuracy from 38% to 62%.\n- [Line-by-line search](https://docs.typesafe.ai/cookbooks/semantic_find.md): Build semantic search for GitHub's Terms of Service. In one request, score 218 line ids against a plain-language query with a Choice question, and use a Noul question to check whether the document contains an answer.\n- [Structure recovery](https://docs.typesafe.ai/cookbooks/autoformat.md): Reconstructs Markdown from plain text that lost its formatting in two requests: one stitches hard-wrapped lines back together, one classifies every block (heading, list, code, callout).\n- [Function calling](https://docs.typesafe.ai/cookbooks/function_calling.md): Turns natural-language trading requests into calls to ordinary typed functions by mapping function names and closed-set arguments to confidence-aware TypeSafe questions.\n- [Skill suggestion](https://docs.typesafe.ai/cookbooks/skill_suggestion.md): Picks at most one skill for an agent turn out of the 182 in Nous Research's Hermes catalog, using two TypeSafe requests to rank and re-check the top candidates.\n- [Knowledge graph entity alignment](https://docs.typesafe.ai/cookbooks/entity_alignment.md): Decides which of 450 candidate pairs from two beer catalogues describe the same product using one Score question plus three companion Nouls that surface which fields disagree.\n- [Classifying RAG passages](https://docs.typesafe.ai/cookbooks/classifying_rag_passages.md): Score each retrieved passage with one TypeSafe request, then decide in code which ones reach the answering model.\n- [Double-checking citations](https://docs.typesafe.ai/cookbooks/citation_check.md): Catch wrong or hallucinated citations by checking against the source document. One Choice question decides whether the quote's context supports the claim.\n- [Guardrails for LLMs](https://docs.typesafe.ai/cookbooks/llm_guardrails.md): Screen every message going into and out of an LLM app with one TypeSafe request, thresholding hazard probabilities and severity to pass, review, block, or route.\n- [SDE cascade](https://docs.typesafe.ai/cookbooks/sde_cascade.md): Uses a 2-stage structured-data-extraction cascade (mini → verify → reasoning) to get most of the quality of a big reasoning model at a fraction of the cost.\n- [Date extraction](https://docs.typesafe.ai/cookbooks/date_extraction_cookbook.md): Extracts absolute and relative dates by asking TypeSafe for the parts named in a document, then resolving and validating them in code with confidence-based review.\n- [Pre-parsed value extraction](https://docs.typesafe.ai/cookbooks/pre_parsed_value_extraction_cookbook.md): Uses regexes to find candidate emails, phone numbers, and amounts, then has TypeSafe select the requested span so code can normalize a verbatim value.\n- [Hierarchical classification](https://docs.typesafe.ai/cookbooks/hierarchical_classification.md): Classifies documents through deep patent, retail product, biomedical, and source-code hierarchies using parallel beam search over TypeSafe Choice probabilities.\n- [Autoresearch feature discovery](https://docs.typesafe.ai/cookbooks/autoresearch_feature_discovery.md): Runs an autoresearch loop that proposes TypeSafe questions, converts free text into numeric features, and uses model errors to improve a supervised CatBoost regressor.\n- [Classification using confidence](https://docs.typesafe.ai/cookbooks/classification_using_confidence.md): Classify SEC annual reports into 75 industry groups with one Choice each, then read the answer's own confidence to decide whether to report that group or the broader division above it.\n- [Demos](https://docs.typesafe.ai/demos.md): Interactive examples showing what's possible with TypeSafe.\n- [Smart home assistant demo](https://docs.typesafe.ai/demos/smart-home.md): Demo code: a smart home assistant that uses TypeSafe to evaluate user requests.\n- [Models](https://docs.typesafe.ai/models.md)\n"}
{}{"chunk_id":"4feeb9","wall_time_seconds":0.082925292,"exit_code":0,"original_token_count":2119,"output":"zsh:1: no matches found: /tmp/*playwright*\n# TypeSafe AI\n\n> How to use TypeSafe's System One API\n\n- [Introduction](https://docs.typesafe.ai/introduction.md): Jev is TypeSafe's flagship model and the first System One model. Send state and typed questions; get structured answers your code can use directly.\n- [Quick start](https://docs.typesafe.ai/introduction/quickstart.md): Prefer to just dive in? Here's everything you need to get started immediately.\n- [Jev with coding agents](https://docs.typesafe.ai/introduction/coding-agents.md): What Jev is (and isn't) when you're using a coding agent.\n- [Example use cases](https://docs.typesafe.ai/concepts/use-case-map.md): Explore TypeSafe use cases by industry and turn promising ideas into software workflows.\n- [System One](https://docs.typesafe.ai/concepts/system-one.md): System One models make fast, structured decisions for software. Jev is TypeSafe's flagship model and the first System One model.\n- [State](https://docs.typesafe.ai/concepts/state.md): What state is, how to structure it, and how to give a System One model the context it needs.\n- [Primitives (Questions)](https://docs.typesafe.ai/primitives.md): The three TypeSafe question types (Choice, Score, Noul), the typed answers they return, how to choose between them, and how to ask several at once.\n- [Choice](https://docs.typesafe.ai/primitives/choice.md): A Choice is a System One question type for selecting one option from a defined set. The answer includes the selected option, a probability for each option, and confidence.\n- [Score](https://docs.typesafe.ai/primitives/score.md): A Score is a System One question type for rating content against ordered, descriptive levels. The answer includes a score, a probability for each level, and confidence.\n- [Noul](https://docs.typesafe.ai/primitives/noul.md): A Noul question asks the TypeSafe model to evaluate a yes/no question and return the probability that the answer is yes.\n- [Advanced: structure](https://docs.typesafe.ai/primitives/advanced.md): Instructions, Choice options, Score levels, and Noul criteria all accept JSON structure.\n- [Confidence](https://docs.typesafe.ai/confidence.md): How TypeSafe reports certainty, how it differs from probability, and how to use it to control system behavior.\n- [How to build with TypeSafe](https://docs.typesafe.ai/concepts/how-to-build-with-system-one.md): Design AI-powered software by keeping code in control and giving System One narrow, structured decisions.\n- [AI primer](https://docs.typesafe.ai/introduction/machine-learning-primer.md): Why TypeSafe trains decision models with calibrated probabilities instead of optimizing for generated text.\n- [Patterns](https://docs.typesafe.ai/patterns.md): Architectural patterns for building systems with TypeSafe.\n- [Speculative fan-out](https://docs.typesafe.ai/patterns/fan-out.md): Send many questions in a single call, including speculative ones, and let your code decide what's relevant.\n- [Confidence-gated routing](https://docs.typesafe.ai/patterns/confidence-routing.md): Use confidence as a second axis. The answer tells you what; confidence tells you whether to act.\n- [Composite scoring](https://docs.typesafe.ai/patterns/composite-scoring.md): Break a complex judgment into atomic scores, combine with weights you control in code.\n- [Intent routing](https://docs.typesafe.ai/patterns/intent-routing.md): Classify incoming requests and route each to the optimal handler: deterministic logic, a specialist LLM, or a human.\n- [Cookbooks](https://docs.typesafe.ai/cookbooks.md): End-to-end recipes that show TypeSafe in real problems, from a few questions to full pipelines.\n- [Self-consistency: nouls](https://docs.typesafe.ai/cookbooks/consistency_noul_cookbook.md): Route uncertain probabilities to human review while keeping the underlying noul values visible.\n- [Self-consistency: choices](https://docs.typesafe.ai/cookbooks/consistency_choice_cookbook.md): Add an uncertain outcome to moderation decisions and compare label agreement with the share of automatic actions.\n- [Parallel questions](https://docs.typesafe.ai/cookbooks/parallel_questions.md): Runs a 13-question regulatory briefing over the GDPR Wikipedia article, showing that batching every question into one TypeSafe call is 12.2x cheaper and 10.0x faster with no change in answers.\n- [Re-ranking](https://docs.typesafe.ai/cookbooks/rerank_typesafe.md): Builds 30-passage BM25 shortlists for 40 CLERC legal queries, then uses one TypeSafe question per query-candidate pair to raise top-1 accuracy from 5% to 18% and top-10 accuracy from 38% to 62%.\n- [Line-by-line search](https://docs.typesafe.ai/cookbooks/semantic_find.md): Build semantic search for GitHub's Terms of Service. In one request, score 218 line ids against a plain-language query with a Choice question, and use a Noul question to check whether the document contains an answer.\n- [Structure recovery](https://docs.typesafe.ai/cookbooks/autoformat.md): Reconstructs Markdown from plain text that lost its formatting in two requests: one stitches hard-wrapped lines back together, one classifies every block (heading, list, code, callout).\n- [Function calling](https://docs.typesafe.ai/cookbooks/function_calling.md): Turns natural-language trading requests into calls to ordinary typed functions by mapping function names and closed-set arguments to confidence-aware TypeSafe questions.\n- [Skill suggestion](https://docs.typesafe.ai/cookbooks/skill_suggestion.md): Picks at most one skill for an agent turn out of the 182 in Nous Research's Hermes catalog, using two TypeSafe requests to rank and re-check the top candidates.\n- [Knowledge graph entity alignment](https://docs.typesafe.ai/cookbooks/entity_alignment.md): Decides which of 450 candidate pairs from two beer catalogues describe the same product using one Score question plus three companion Nouls that surface which fields disagree.\n- [Classifying RAG passages](https://docs.typesafe.ai/cookbooks/classifying_rag_passages.md): Score each retrieved passage with one TypeSafe request, then decide in code which ones reach the answering model.\n- [Double-checking citations](https://docs.typesafe.ai/cookbooks/citation_check.md): Catch wrong or hallucinated citations by checking against the source document. One Choice question decides whether the quote's context supports the claim.\n- [Guardrails for LLMs](https://docs.typesafe.ai/cookbooks/llm_guardrails.md): Screen every message going into and out of an LLM app with one TypeSafe request, thresholding hazard probabilities and severity to pass, review, block, or route.\n- [SDE cascade](https://docs.typesafe.ai/cookbooks/sde_cascade.md): Uses a 2-stage structured-data-extraction cascade (mini → verify → reasoning) to get most of the quality of a big reasoning model at a fraction of the cost.\n- [Date extraction](https://docs.typesafe.ai/cookbooks/date_extraction_cookbook.md): Extracts absolute and relative dates by asking TypeSafe for the parts named in a document, then resolving and validating them in code with confidence-based review.\n- [Pre-parsed value extraction](https://docs.typesafe.ai/cookbooks/pre_parsed_value_extraction_cookbook.md): Uses regexes to find candidate emails, phone numbers, and amounts, then has TypeSafe select the requested span so code can normalize a verbatim value.\n- [Hierarchical classification](https://docs.typesafe.ai/cookbooks/hierarchical_classification.md): Classifies documents through deep patent, retail product, biomedical, and source-code hierarchies using parallel beam search over TypeSafe Choice probabilities.\n- [Autoresearch feature discovery](https://docs.typesafe.ai/cookbooks/autoresearch_feature_discovery.md): Runs an autoresearch loop that proposes TypeSafe questions, converts free text into numeric features, and uses model errors to improve a supervised CatBoost regressor.\n- [Classification using confidence](https://docs.typesafe.ai/cookbooks/classification_using_confidence.md): Classify SEC annual reports into 75 industry groups with one Choice each, then read the answer's own confidence to decide whether to report that group or the broader division above it.\n- [Demos](https://docs.typesafe.ai/demos.md): Interactive examples showing what's possible with TypeSafe.\n- [Smart home assistant demo](https://docs.typesafe.ai/demos/smart-home.md): Demo code: a smart home assistant that uses TypeSafe to evaluate user requests.\n- [Models](https://docs.typesafe.ai/models.md)\n"}
{}Jev will choose one complete team plan: direct pursuit, interception, or approaching from opposite sides. That keeps the snakes coordinated in a single request. Local code will keep their steps legal and adjust their targets as the apple moves.
>python3 - <<'PY'
p='public/game.mjs'
s=open(p).read(); s=s[:s.index('export function buildQuestion')]+'''export function chooseLocalMove(arena, actor, tactic) {
const view = { ...actor, apple: arena.apple }, moves = legalMoves(view);
if (moves.length <= 1) return moves[0]?.direction ?? null;
const catchMove = moves.find(m => same(m.position, arena.apple));
if (catchMove) return catchMove.direction;
let target = tacticTarget(arena, tactic);
// Once a flank is reached, close in; unreachable targets fall back to pursuit.
if (same(actor.snake[0], target) || routeLength(actor.snake[0], target, actor.snake) === null) target = arena.apple;
const ranked = moves.map(m => ({ ...m, distance: routeLength(m.position, target, actor.snake) ?? Infinity }));
ranked.sort((a, b) => a.distance - b.distance || Number(b.direction === actor.direction) - Number(a.direction === actor.direction));
return ranked[0].direction;
}
export function buildQuestion(arena) {
const plans = teamPlans(arena);
return {
model: 'jev-1.13.0',
state: {
board_size: SIZE,
apple: arena.apple,
recent_apple_moves: arena.appleHistory,
snakes: arena.snakes.map(actor => ({ id: actor.id, head: actor.snake[0], heading: actor.direction })),
},
questions: { plan: {
type: 'choice',
instructions: 'Choose a coordinated team plan to catch a human-controlled moving apple over the next second. Code handles safe pathfinding and updates targets as the apple moves. Snakes may cross each other. Prefer interception for sustained apple movement, direct chase at close range, or opposite-side approaches to surround it. Choose the best complete team plan.',
criteria: Object.fromEntries(Object.entries(plans).map(([name, assignments]) => [name, assignments.map(({ id, tactic }) => ({ snake: id, tactic: TACTIC_LABELS[tactic], target: tacticTarget(arena, tactic) }))])),
} },
};
}
'''; open(p,'w').write(s)
p='server.mjs'; s=open(p).read().replace('buildQuestion, validateState, legalMoves', 'buildQuestion, validateArena, teamPlans'); s=s.replace('let pending = 0;', '''let pending = 0;
// Process-wide accounting includes responses whose browser request was cancelled.
const usage = { requests: 0, responses: 0, inputTokens: 0 };
const telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });'''); s=s.replace("if (req.method === 'POST' && path === '/api/decide')", "if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan')"); s=s.replace("if (!validateState(state))", "if (!validateArena(state))"); start=s.index(' const moves = legalMoves(state);'); end=s.index(' pending++;',start); s=s[:start]+''' const plans = teamPlans(state);
if (pending >= 6) return json(res, 429, { error: 'Too many active plans. Retry in a moment.' });
'''+s[end:]; s=s.replace(" const response = await fetch", " usage.requests++;\n const response = await fetch"); start=s.index(' const answer = data.answers?.move;'); end=s.index('\n } finally',start); s=s[:start]+''' usage.responses++;
if (Number.isFinite(data.usage?.input_tokens) && data.usage.input_tokens >= 0) usage.inputTokens += data.usage.input_tokens;
const answer = data.answers?.plan;
if (!answer || answer.type !== 'choice' || !Object.hasOwn(plans, answer.choice) ||
!Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||
!answer.probabilities || !Object.keys(plans).every(name => Number.isFinite(answer.probabilities[name]) && answer.probabilities[name] >= 0 && answer.probabilities[name] <= 1)) {
return json(res, 502, { error: 'Jev returned an invalid plan. Try again.' });
}
return json(res, 200, { plan: answer.choice, assignments: plans[answer.choice], confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), usage: telemetry(), model: data.model });'''+s[end:]; open(p,'w').write(s)
p='public/app.mjs'; s=open(p).read().replace('legalMoves, moveArenaApple, stepArenaSnake', 'moveArenaApple, stepArenaSnake, chooseLocalMove, PLAN_LABELS, TACTIC_LABELS, MOVE_INTERVAL, PLAN_INTERVAL'); s=s.replace('const visuals = new Map(), decisions = new Map();', 'const visuals = new Map(), decisions = new Map();\nlet nextMovementAt = 0, planInFlight = false, nextPlanAt = 0;'); s=s.replace("const arrows = { up: '↑', right: '→', down: '↓', left: '←' };", ''); s=s.replace('Object.keys(DIRECTIONS)', 'Object.keys(PLAN_LABELS)'); s=s.replace('`${arrows[direction]} ${direction}`', 'PLAN_LABELS[direction]'); s=s.replace('`${arrows[result.direction]} Heading ${result.direction}.`', 'TACTIC_LABELS[result.tactic]'); s=s.replace('`Snake ${id} · ${Math.round(result.confidence * 100)}% confidence`', '`Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence`'); s=s.replace('Every snake move is chosen by Jev.', 'Jev plans. Snakes follow between updates.'); s=s.replace('result?.direction', 'result?.plan'); s=s.replace(' const result = await response.json(); ready = result.configured;', ' const result = await response.json(); ready = result.configured;\n refreshUsage();'); s=s.replace(' state.snakes.forEach(actor => runSnake(actor, epoch));', ' decisions.clear(); showDecision();\n nextMovementAt = performance.now() + MOVE_INTERVAL;\n requestPlan(epoch);'); start=s.index('function recordDecision'); end=s.index('\nfunction hop(',start); s=s[:start]+'''function recordUsage(usage) {
calls = usage.requests; tokens = usage.inputTokens;
$('calls').textContent = String(calls);
$('cost').textContent = `$${usage.cost.toFixed(4)}`;
}
async function refreshUsage() {
try {
const response = await fetch('/api/usage');
if (response.ok) recordUsage(await response.json());
} catch {} // Accounting remains on the server even if the browser is disconnected.
}
setInterval(refreshUsage, 3000);
async function requestPlan(runEpoch) {
if (planInFlight || !running || epoch !== runEpoch) return;
planInFlight = true;
nextPlanAt = performance.now() + PLAN_INTERVAL;
const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, appleHistory: [...appleHistory] };
try {
const response = await fetch('/api/plan', {
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),
});
const result = await response.json();
if (result.usage) recordUsage(result.usage);
if (!running || epoch !== runEpoch) return;
if (!response.ok) throw new Error(result.error || 'Jev could not choose a plan.');
for (const assignment of result.assignments) decisions.set(assignment.id, { ...result, tactic: assignment.tactic });
showDecision();
} catch (error) {
if (!running || epoch !== runEpoch) return;
running = false; epoch++; runAbort.abort(); badge('Jev disconnected', 'error');
overlay('Connection lost', 'Snakes paused.', error.name === 'TimeoutError' ? 'Jev took too long to plan. Your timer is paused.' : error.message, 'Retry');
$('decision').textContent = 'Waiting for a plan.';
$('decision-note').textContent = 'Resume to get a fresh team plan.';
$('pause').textContent = 'Resume P';
} finally {
planInFlight = false;
}
}
function moveSnakes(now) {
if (now < nextMovementAt) return;
// Never replay missed steps after a slow frame or a pause.
nextMovementAt = now + MOVE_INTERVAL;
for (const actor of state.snakes) {
const plan = decisions.get(actor.id);
if (!plan) continue; // New snakes wait for their first model-selected assignment.
const direction = chooseLocalMove({ ...state, appleHistory }, actor, plan.tactic);
if (!direction) { win(actor); return; }
const visual = visuals.get(actor.id);
visual.previous = actor.snake.map(p => ({ ...p }));
const move = stepArenaSnake(state, actor, direction);
if (move.collision) { win(actor, true); return; }
if (!move.valid) continue;
visual.movedAt = now;
if (move.ate) { caught(actor); return; }
}
}
'''+s[end:]; s=s.replace(' runSnake(actor, epoch);', ''); s=s.replace(" }\n }\n $('next-snake')", " }\n if (now >= nextPlanAt) requestPlan(epoch);\n moveSnakes(now);\n }\n $('next-snake')"); s=s.replace('running, elapsed, catches, calls, tokens });', 'running, elapsed, catches, calls, tokens, plans: Object.fromEntries(decisions) });'); open(p,'w').write(s)
p='public/index.html'; s=open(p).read().replace('Jev controls the snake.', 'Jev directs the snakes.').replace('Jev is the snake.', 'Jev leads the snakes.').replace('Jev’s decisions', 'Jev’s team plan').replace('Every snake move is chosen by Jev.', 'Jev plans. Snakes follow between updates.').replace('>Decisions <', '>Plan requests <').replace('>Session cost <', '>Server cost <'); open(p,'w').write(s)
p='public/style.css'; s=open(p).read().replace('grid-template-columns: 47px 1fr 34px', 'grid-template-columns: 75px 1fr 34px'); open(p,'w').write(s)
PY
node --check public/app.mjs
node --check server.mjs{"chunk_id":"c6c173","wall_time_seconds":0.000023959,"exit_code":0,"original_token_count":0,"output":""}>rg --files /tmp /Users/sahaj/.npm /Users/sahaj/.cache -g 'package.json' 2>/dev/null | rg '/(playwright|playwright-core|@playwright/test)/package.json$' | head -15
sed -n '1,250p' public/app.mjs
cat server.mjs{"status":"fulfilled","value":{"chunk_id":"146373","wall_time_seconds":0.236268542,"exit_code":0,"original_token_count":4763,"output":"/Users/sahaj/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright/package.json\n/Users/sahaj/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright-core/package.json\n/Users/sahaj/.npm/_npx/e41f203b7505f1fb/node_modules/playwright/package.json\n/Users/sahaj/.npm/_npx/e41f203b7505f1fb/node_modules/playwright-core/package.json\n/Users/sahaj/.npm/_npx/705bc6b22212b352/node_modules/playwright/package.json\n/Users/sahaj/.npm/_npx/705bc6b22212b352/node_modules/playwright-core/package.json\nimport { SIZE, MAX_SNAKES, DIRECTIONS, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake, chooseLocalMove, PLAN_LABELS, TACTIC_LABELS, MOVE_INTERVAL, PLAN_INTERVAL } from './game.mjs';\n\nconst $ = id => document.getElementById(id);\nconst canvas = $('board'), ctx = canvas.getContext('2d');\nlet state = newArena(), previousApple = { ...state.apple };\nconst visuals = new Map(), decisions = new Map();\nlet nextMovementAt = 0, planInFlight = false, nextPlanAt = 0;\nlet runAbort = new AbortController();\nlet appleMovedAt = 0, running = false, started = false, finished = false, ready = false;\nlet epoch = 0, elapsed = 0, catches = 0, calls = 0, tokens = 0, lastFrame = performance.now(), lastHop = 0;\nlet appleHistory = [], best = 0, popupTimer;\ntry { best = Number(localStorage.getItem('apple-vs-jev-survival-best')) || 0; } catch {}\n$('best').textContent = `${best.toFixed(1)}s`;\n\nfor (const direction of Object.keys(PLAN_LABELS)) {\n const row = document.createElement('div'); row.className = 'prob-row'; row.id = `prob-${direction}`;\n const label = document.createElement('span'); label.textContent = PLAN_LABELS[direction];\n const track = document.createElement('div'); track.className = 'track';\n const fill = document.createElement('div'); fill.className = 'fill'; fill.style.width = '0%'; track.append(fill);\n const value = document.createElement('span'); value.textContent = '—'; row.append(label, track, value);\n $('probabilities').append(row);\n}\nfunction registerSnake(actor) {\n visuals.set(actor.id, { previous: actor.snake.map(p => ({ ...p })), movedAt: 0 });\n const option = document.createElement('option');\n option.value = String(actor.id); option.textContent = `Snake ${actor.id}`;\n $('snake-select').append(option);\n $('snake-count').textContent = String(state.snakes.length);\n}\nfunction showDecision() {\n const id = Number($('snake-select').value), result = decisions.get(id);\n $('decision').textContent = result ? TACTIC_LABELS[result.tactic] : 'Waiting to move.';\n $('decision-note').textContent = result ? `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence` : 'Jev plans. Snakes follow between updates.';\n $('latency').textContent = result ? `${result.latency} ms` : '—';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`), probability = result?.probabilities?.[direction];\n row.classList.toggle('picked', direction === result?.plan);\n row.children[1].firstChild.style.width = `${(probability || 0) * 100}%`;\n row.lastChild.textContent = probability === undefined ? '—' : `${Math.round(probability * 100)}%`;\n }\n}\nfunction announce(message) {\n $('catch-pop').textContent = message;\n $('catch-pop').classList.add('show'); clearTimeout(popupTimer);\n popupTimer = setTimeout(() => $('catch-pop').classList.remove('show'), 1100);\n}\n$('snake-select').addEventListener('change', showDecision);\nstate.snakes.forEach(registerSnake);\nfunction badge(label, kind) {\n const el = $('connection'); el.className = `live-badge ${kind}`;\n el.replaceChildren(document.createElement('span'), document.createTextNode(label));\n}\nasync function checkConnection() {\n $('start').disabled = true;\n try {\n const response = await fetch('/api/status');\n if (!response.ok) throw new Error('Server unavailable.');\n const result = await response.json(); ready = result.configured;\n refreshUsage();\n badge(ready ? 'Jev ready' : 'Key needed', ready ? 'ready' : 'error');\n $('setup-hint').textContent = ready ? 'Arrow keys / WASD' : 'Add JEV_API_KEY to .env and restart the server.';\n $('start').disabled = !ready;\n } catch {\n badge('Server offline', 'error');\n $('setup-hint').textContent = 'Start the local server with npm start, then reload.';\n }\n}\nfunction overlay(tag, title, copy, button, hint = '') {\n $('overlay-tag').textContent = tag; $('overlay-title').textContent = title;\n $('overlay-copy').textContent = copy;\n $('start').textContent = button;\n $('setup-hint').textContent = hint; $('overlay').hidden = false;\n}\nfunction saveBest() {\n if (elapsed > best) {\n best = elapsed; $('best').textContent = `${best.toFixed(1)}s`;\n try { localStorage.setItem('apple-vs-jev-survival-best', String(best)); } catch {}\n }\n}\nfunction reset() {\n epoch++; running = false; started = false; finished = false;\n runAbort.abort(); state = newArena(); previousApple = { ...state.apple };\n visuals.clear(); decisions.clear(); $('snake-select').replaceChildren(); state.snakes.forEach(registerSnake);\n elapsed = 0; catches = 0; appleHistory = []; lastHop = 0;\n $('catches').textContent = '0'; $('next-snake').textContent = 'Next snake in 15s';\n showDecision();\n $('decision').textContent = 'Waiting to start.';\n $('decision-note').textContent = 'Jev plans. Snakes follow between updates.';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`); row.classList.remove('picked'); row.children[1].firstChild.style.width = '0%'; row.lastChild.textContent = '—';\n }\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n}\nfunction start() {\n if (!ready || running) return;\n if (finished) reset();\n runAbort.abort(); runAbort = new AbortController();\n running = true; started = true; epoch++;\n $('overlay').hidden = true; $('pause').disabled = false;\n $('pause').replaceChildren(document.createTextNode('Pause '), Object.assign(document.createElement('span'), { className: 'key', textContent: 'P' }));\n canvas.focus({ preventScroll: true });\n badge('Jev live', 'ready');\n decisions.clear(); showDecision();\n nextMovementAt = performance.now() + MOVE_INTERVAL;\n requestPlan(epoch);\n}\nfunction pause() {\n if (!started || finished) return;\n if (!running) { start(); return; }\n running = false; epoch++; runAbort.abort();\n badge('Paused', '');\n overlay('Paused', 'Take your time.', 'The snakes and your timer are paused.', 'Resume');\n $('pause').textContent = 'Resume P';\n}\nfunction win(actor, collision = false) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n $('pause').disabled = true; badge('You win', 'ready');\n overlay('You win', collision ? 'Snake hit itself.' : 'Snake trapped.', `Snake ${actor.id} ${collision ? 'hit its own body' : 'ran out of safe moves'}. Round time: ${elapsed.toFixed(1)} seconds.`, 'Play again');\n}\nfunction caught(actor) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n catches++; $('catches').textContent = String(catches);\n $('pause').disabled = true; badge('Game over', '');\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n overlay('Game over', 'You got caught.', `Snake ${actor.id} caught you after ${elapsed.toFixed(1)} seconds. Continue to start a new round with one snake.`, 'Continue');\n}\nfunction recordUsage(usage) {\n calls = usage.requests; tokens = usage.inputTokens;\n $('calls').textContent = String(calls);\n $('cost').textContent = `$${usage.cost.toFixed(4)}`;\n}\nasync function refreshUsage() {\n try {\n const response = await fetch('/api/usage');\n if (response.ok) recordUsage(await response.json());\n } catch {} // Accounting remains on the server even if the browser is disconnected.\n}\nsetInterval(refreshUsage, 3000);\n\nasync function requestPlan(runEpoch) {\n if (planInFlight || !running || epoch !== runEpoch) return;\n planInFlight = true;\n nextPlanAt = performance.now() + PLAN_INTERVAL;\n const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, appleHistory: [...appleHistory] };\n try {\n const response = await fetch('/api/plan', {\n method: 'POST', headers: { 'Content-Type': 'application/json' },\n body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),\n });\n const result = await response.json();\n if (result.usage) recordUsage(result.usage);\n if (!running || epoch !== runEpoch) return;\n if (!response.ok) throw new Error(result.error || 'Jev could not choose a plan.');\n for (const assignment of result.assignments) decisions.set(assignment.id, { ...result, tactic: assignment.tactic });\n showDecision();\n } catch (error) {\n if (!running || epoch !== runEpoch) return;\n running = false; epoch++; runAbort.abort(); badge('Jev disconnected', 'error');\n overlay('Connection lost', 'Snakes paused.', error.name === 'TimeoutError' ? 'Jev took too long to plan. Your timer is paused.' : error.message, 'Retry');\n $('decision').textContent = 'Waiting for a plan.';\n $('decision-note').textContent = 'Resume to get a fresh team plan.';\n $('pause').textContent = 'Resume P';\n } finally {\n planInFlight = false;\n }\n}\nfunction moveSnakes(now) {\n if (now < nextMovementAt) return;\n // Never replay missed steps after a slow frame or a pause.\n nextMovementAt = now + MOVE_INTERVAL;\n for (const actor of state.snakes) {\n const plan = decisions.get(actor.id);\n if (!plan) continue; // New snakes wait for their first model-selected assignment.\n const direction = chooseLocalMove({ ...state, appleHistory }, actor, plan.tactic);\n if (!direction) { win(actor); return; }\n const visual = visuals.get(actor.id);\n visual.previous = actor.snake.map(p => ({ ...p }));\n const move = stepArenaSnake(state, actor, direction);\n if (move.collision) { win(actor, true); return; }\n if (!move.valid) continue;\n visual.movedAt = now;\n if (move.ate) { caught(actor); return; }\n }\n}\n\nfunction hop(direction) {\n if (!running || performance.now() - lastHop < 85) return;\n const prev = { ...state.apple };\n if (moveArenaApple(state, direction)) {\n previousApple = prev; appleMovedAt = performance.now(); lastHop = appleMovedAt;\n appleHistory.push(direction); appleHistory = appleHistory.slice(-4);\n }\n}\nconst keyMap = { ArrowUp: 'up', ArrowDown: 'down', ArrowLeft: 'left', ArrowRight: 'right', w: 'up', a: 'left', s: 'down', d: 'right' };\ndocument.addEventListener('keydown', e => {\n if (e.target instanceof HTMLSelectElement) return;\n const key = e.key.length === 1 ? e.key.toLowerCase() : e.key;\n if (keyMap[key]) { e.preventDefault(); if (!e.repeat) hop(keyMap[key]); }\n if (key === 'p' || (e.code === 'Space' && e.target === canvas)) { e.preventDefault(); if (!e.repeat) pause(); }\n});\n$('start').addEventListener('click', start); $('pause').addEventListener('click', pause);\n$('restart').addEventListener('click', () => { if (started) saveBest(); reset(); if (ready) start(); });\ndocument.querySelectorAll('[data-direction]').forEach(button => button.addEventListener('pointerdown', e => { e.preventDefault(); hop(button.dataset.direction); }));\nlet touchStart;\ncanvas.addEventListener('pointerdown', e => { touchStart = { x: e.clientX, y: e.clientY }; canvas.setPointerCapture(e.pointerId); });\ncanvas.addEventListener('pointerup', e => {\n if (!touchStart) return;\n const dx = e.clientX - touchStart.x, dy = e.clientY - touchStart.y; touchStart = null;\n if (Math.max(Math.abs(dx), Math.abs(dy)) < 12) return;\n hop(Math.abs(dx) > Math.abs(dy) ? dx > 0 ? 'right' : 'left' : dy > 0 ? 'down' : 'up');\n});\ndocument.addEventListener('visibilitychange', () => { if (document.hidden && running) pause(); });\nwindow.addEventListener('blur', () => { if (running) pause(); });\nfunction roundedRect(x, y, w, h, r, color) { ctx.fillStyle = color; ctx.beginPath(); ctx.roundRect(x, y, w, h, r); ctx.fill(); }\nfunction draw(now) {\n const dt = Math.min((now - lastFrame) / 1000, .1); lastFrame = now;\n if (running) {\n elapsed += dt;\n for (const actor of spawnDueSnakes(state, elapsed)) {\n registerSnake(actor);\n announce(`Snake ${actor.id} joined.`);\n\n }\n if (now >= nextPlanAt) requestPlan(epoch);\n moveSnakes(now);\n }\n $('next-snake').textContent = state.snakes.length >= MAX_SNAKES ? 'All 3 snakes are in' : `Next snake in ${Math.max(0, Math.ceil(state.nextSpawnAt - elapsed))}s`;\n $('time').textContent = String(Math.floor(elapsed)).padStart(2, '0');\n $('tenths').textContent = String(Math.floor(elapsed * 10) % 10);\n const W = 680, cell = W / SIZE;\n ctx.clearRect(0, 0, W, W); ctx.fillStyle = '#fafafa'; ctx.fillRect(0, 0, W, W);\n for (let y = 0; y < SIZE; y++) for (let x = 0; x < SIZE; x++) {\n if ((x + y) % 2 === 0) { ctx.fillStyle = '#f5f5f5'; ctx.fillRect(x * cell, y * cell, cell, cell); }\n ctx.fillStyle = '#d9d9d9'; ctx.fillRect(x * cell - .5, y * cell - .5, 1, 1);\n }\n // Interpolate the snake's movement without changing its discrete collision grid.\n for (const actor of state.snakes) {\n const visual = visuals.get(actor.id);\n const color = ['#303030', '#65756d', '#78808e'][actor.id - 1];\n const t = Math.min(1, Math.max(0, (now - visual.movedAt) / 120));\n const points = actor.snake.map((p, i) => {\n const old = visual.previous[Math.min(i, visual.previous.length - 1)] || p;\n return { x: (old.x + (p.x - old.x) * t + .5) * cell, y: (old.y + (p.y - old.y) * t + .5) * cell };\n });\n ctx.save();\n ctx.strokeStyle = color; ctx.lineWidth = cell * .66; ctx.lineCap = 'square'; ctx.lineJoin = 'miter';\n ctx.beginPath(); points.forEach((p, i) => i ? ctx.lineTo(p.x, p.y) : ctx.moveTo(p.x, p.y)); ctx.stroke(); ctx.restore();\n points.forEach((p, i) => {\n if (i === 0) return;\n ctx.fillStyle = '#ffffff20'; ctx.fillRect(p.x - 1.5, p.y - 1.5, 3, 3);\nimport http from 'node:http';\nimport { readFile } from 'node:fs/promises';\nimport { fileURLToPath } from 'node:url';\nimport { buildQuestion, validateArena, teamPlans } from './public/game.mjs';\n\ntry { process.loadEnvFile(fileURLToPath(new URL('.env', import.meta.url))); } catch (error) {\n if (error.code !== 'ENOENT') throw error;\n}\nconst apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nconst port = Number(process.env.PORT || 3000);\nlet pending = 0;\n// Process-wide accounting includes responses whose browser request was cancelled.\nconst usage = { requests: 0, responses: 0, inputTokens: 0 };\nconst telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\nconst files = new Map([\n ['/', ['index.html', 'text/html']],\n ['/style.css', ['style.css', 'text/css']],\n ['/app.mjs', ['app.mjs', 'text/javascript']],\n ['/game.mjs', ['game.mjs', 'text/javascript']],\n ['/favicon.svg', ['favicon.svg', 'image/svg+xml']],\n]);\nfunction json(res, status, body) {\n res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nconst server = http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(apiKey), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!apiKey) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n try {\n for await (const chunk of req) {\n buffer += chunk;\n if (buffer.length > 20000) return json(res, 413, { error: 'Request too large.' });\n }\n const state = JSON.parse(buffer);\n if (!validateArena(state)) return json(res, 400, { error: 'Invalid board.' });\n const plans = teamPlans(state);\n if (pending >= 6) return json(res, 429, { error: 'Too many active plans. Retry in a moment.' });\n pending++;\n const started = performance.now();\n try {\n usage.requests++;\n const response = await fetch('https://api.typesafe.ai/v1/systemone', {\n method: 'POST',\n headers: { Authorization: `Bearer ${apiKey}`, 'Content-Type': 'application/json' },\n body: JSON.stringify(buildQuestion(state)),\n signal: AbortSignal.timeout(5000),\n });\n if (!response.ok) {\n const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\n return json(res, 502, { error: messages[response.status] || `Jev returned HTTP ${response.status}.` });\n }\n const data = await response.json();\n usage.responses++;\n if (Number.isFinite(data.usage?.input_tokens) && data.usage.input_tokens >= 0) usage.inputTokens += data.usage.input_tokens;\n const answer = data.answers?.plan;\n if (!answer || answer.type !== 'choice' || !Object.hasOwn(plans, answer.choice) ||\n !Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||\n !answer.probabilities || !Object.keys(plans).every(name => Number.isFinite(answer.probabilities[name]) && answer.probabilities[name] >= 0 && answer.probabilities[name] <= 1)) {\n return json(res, 502, { error: 'Jev returned an invalid plan. Try again.' });\n }\n return json(res, 200, { plan: answer.choice, assignments: plans[answer.choice], confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), usage: telemetry(), model: data.model });\n } finally { pending--; }\n } catch (error) {\n return json(res, error instanceof SyntaxError ? 400 : 502, { error: error instanceof SyntaxError ? 'Invalid request.' : 'Could not reach Jev. Retry when your connection is back.' });\n }\n }\n if (req.method === 'GET' && files.has(path)) {\n try {\n const [filename, type] = files.get(path);\n const data = await readFile(new URL(`public/${filename}`, import.meta.url));\n res.writeHead(200, { 'Content-Type': `${type}; charset=utf-8`, 'Cache-Control': 'no-cache' });\n return res.end(data);\n } catch { return json(res, 500, { error: 'Could not load the game.' }); }\n }\n json(res, 404, { error: 'Not found.' });\n});\nserver.listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\n"}}
{"status":"fulfilled","value":"Choice - TypeSafe AI (https://docs.typesafe.ai/primitives/choice)\nciteturn3view0 [wordlim: 200] Crawled: today; Content type: text/html; Source: open({\"ref_id\":\"https://docs.typesafe.ai/primitives/choice\",\"lineno\":null}); Total lines: 312\nL0: > ## Documentation Index\nL1: >\nL2: > Fetch the complete documentation index at: cite0†/llms.txt L3: >\nL4: > Use this file to discover all available pages before exploring further.\nL5: \nL6: cite1†Skip to main content L7: \nL8: cite2†TypeSafe AI home page L9: \nL10: Search...\nL11: \nL12: Navigation\nL13: \nL14: Primitives (Questions)\nL15: \nL16: Choice\nL17: \nL18: Primitives (Questions)\nL19: # Choice\nL20: \nL21: A Choice is a System One question type for selecting one option from a defined set. The answer includes the selected option, a probability for each option, and confidence.\nL22: \nL23: Copy page Copy page\nL24: Use a Choice when the answer is one of a fixed set of options. For example, which team handles a ticket, which category a product belongs to, or which language a code snippet is written in. If the answer is a position on a spectrum, use a cite3†Score . If it’s a yes or no, use a cite4†Noul . cite5†Choose a question type compares all three. A Choice answer is the selected option in `choice`. The model also returns a probability for every option in `probabilities`, and a `confidence` value for the selected option.\nL25: Example questions:\nL26: \nL27: `\"What programming language is this code written in\"\nL28: → options: python, javascript, typescript, go, rust, other\nL29: \nL30: \"What type of meeting is this based on the title and description\"\nL31: → options: standup, planning, retrospective, one on one, brainstorm, none of the above\nL32: \nL33: \"Which product category does this item belong to\"\nL34: → options: electronics, clothing, home garden, food and beverage\nL35: `\nL36: ##\nL37: \nL38: cite6† L39: \nL40: Request structure\nL41: \nL42: The POST request body to the cite7†TypeSafe API has a specific structure. The top level has three fields: `state`, the content to evaluate; `model`; and `questions`, a map from question ids you choose to question objects. Each Choice question has the following fields:\nL43: * `type`: Always `\"choice\"`.\nL44: * `instructions`: The question the model answers.\nL45: * `criteria`: The answer options, as a map. Each key is an option name and each value is a description of that option.\nL46: Below is a request where the state is a support ticket from an online shoe store and the question is which team should handle it: You choose the question id, `department` in this case. The answer is returned under the same id. The model never sees the question id. The option names and their descriptions are both sent to the model, so write descriptions that separate the options from each other. Our cite8†client SDKs provide typed questions. In Python, the same question is a `Choice`:\nL47: `from typesafe_sdk import Choice, TypeSafeClient\nL48: \nL49: with TypeSafeClient() as client:\nL50: response = client.system_one(\nL51: state=\"My running shoes arrived in the wrong size. Can I swap them for a size 10?\",\nL52: questions={\nL53: \"department\": Choice(\nL54: instructions=\"Which team should handle this?\",\nL55: criteria={\nL56: \"returns\": \"Exchanges, wrong or damaged items\",\nL57: \"shipping\": \"Delivery status, delays, lost packages\",\nL58: \"billing\": \"Charges, invoices, payment problems\",\nL59: },\nL60: ),\nL61: },\nL62: )\nL63: \nL64: print(response.answers[\"department\"].choice)\nL65: `\nL66: Use the `system_one` method or the `https://api.typesafe.ai/v1/systemone` endpoint to call a System One model. The `model` field selects which model handles the request. cite9†How to build with TypeSafe covers where in your code to call it. Use one of our cite8†client SDKs or call the cite7†HTTP API directly. If a coding agent is writing the integration for you, install the cite10†TypeSafe agent skill first so it knows the request and response shapes.\nL67: `instructions` and each entry in `criteria` can be a string, an object, or an array. Start with a string. Use an object when a description needs several kinds of guidance, such as what an option covers, what it doesn’t cover, and some examples. See cite11†Structured instructions and criteria below and the cite12†API reference .\nL68: ##\nL69: \nL70: cite13† L71: \nL72: Response structure\nL73: The response has one entry in `answers` per question, under the ids from the request. This is the response to the example request above:\nL74: \nL75: `{\nL76: \"model\": \"jev-1.13.0\",\nL77: \"answers\": {\nL78: \"department\": {\nL79: \"type\": \"choice\",\nL80: \"choice\": \"returns\",\nL81: \"confidence\": 1.0,\nL82: \"probabilities\": {\nL83: \"shipping\": 0.0,\nL84: \"returns\": 1.0,\nL85: \"billing\": 0.0\nL86: }\nL87: }\nL88: },\nL89: \"usage\": {\nL90: \"input_tokens\": 328,\nL91: \"output_tokens\": 34\nL92: }\nL93: }\nL94: `\nL95: Besides `type`, each Choice answer has three values:\nL96: * `choice`: The option with the highest probability.\nL97: * `probabilities`: The full probability distribution across every option. The sum of all values is 1.\nL98: * cite14†`confidence` : A number from 0 to 1 computed from how `probabilities` is spread. A flat shape, with probability spread across several options, means low confidence. A single peak on one option means high confidence.\nL99: This ticket is an easy one, so all of the probability is on `returns` and confidence is 1.0. A ticket that mentions a wrong size and a missing refund would split probability between `returns` and `billing`, and confidence would drop.\nL100: ##\nL101: \nL102: cite15† L103: \nL104: Good practice: ask more than one question per call\nL105: Ask every Choice question your code might need in a single request rather than one request per question. Questions are evaluated in parallel. Adding questions barely changes the response time, and the code can ignore answers it doesn’t need. Extra questions still cost tokens. cite16†Ask multiple questions together explains this in full; the next section shows five Choice questions in one call. The same logic applies to the options inside a single Choice question.\nL106: A Choice question accepts up to 255 options, and adding options costs a few tokens each, so give the model the full list of teams, categories, or products rather than a shortlist. Add an `other` or `none of the above` option when the list might not cover every input, so the model can say none of the others fit. To classify documents through a deep hierarchy or large taxonomy, chain Choice questions level by level.\nL107: The cite17†Hierarchical Classification cookbook shows how to run a beam search over Choice probabilities, keeping the best `K` candidate paths at each level instead of committing to a single greedy path.\nL108: ##\nL109: \nL110: cite18† L111: \nL112: A more complex example\nL113: The basic example above routes a ticket to a team. A bigger support system might also need the return reason, the delivery problem, what the customer wants, and the customer’s tone. The request below asks five Choice questions about a ticket that is more ambiguous than the first: it involves three teams and doesn’t say what the customer wants. Two of these Choice questions are speculative: `return_reason` only matters if the `department` is `returns`, and `shipping_issue` only matters if it’s `shipping`.\nL114: The `tone` question uses `null` descriptions because the option names are clear on their own. The TypeSafe response:\nL115: \nL116: `{\nL117: \"model\": \"jev-1.13.0\",\nL118: \"answers\": {\nL119: \"department\": {\nL120: \"type\": \"choice\",\nL121: \"choice\": \"returns\",\nL122: \"confidence\": 0.42,\nL123: \"probabilities\": {\nL124: \"shipping\": 0.04,\nL125: \"billing\": 0.35,\nL126: \"returns\": 0.61\nL127: }\nL128: },\nL129: \"return_reason\": {\nL130: \"type\": \"choice\",\nL131: \"choice\": \"wrong_size\",\nL132: \"confidence\": 1.0,\nL133: \"probabilities\": {\nL134: \"other\": 0.0,\nL135: \"wrong_size\": 1.0,\nL136: \"changed_mind\": 0.0,\nL137: \"damaged\": 0.0,\nL138: \"wrong_item\": 0.0\nL139: }\nL140: },\nL141: \"shipping_issue\": {\nL142: \"type\": \"choice\",\nL143: \"choice\": \"delayed\",\nL144: \"confidence\": 0.67,\nL145: \"probabilities\": {\nL146: \"wrong_address\": 0.0,\nL147: \"other\": 0.26,\nL148: \"not_delivered\": 0.0,\nL149: \"damaged_in_transit\": 0.0,\nL150: \"delayed\": 0.74\nL151: }\nL152: },\nL153: \"requested_resolution\": {\nL154: \"type\": \"choice\",\nL155: \"choice\": \"refund\",\nL156: \"confidence\": 0.2,\nL157: \"probabilities\": {\nL158: \"replacement\": 0.34,\nL159: \"refund\": 0.4,\nL160: \"information\": 0.02,\nL161: \"exchange\": 0.24\nL162: }\nL163: },\nL164: \"tone\": {\nL165: \"type\": \"choice\",\nL166: \"choice\": \"frustrated\",\nL167: \"confidence\": 0.76,\nL168: \"probabilities\": {\nL169: \"frustrated\": 0.84,\nL170: \"angry\": 0.16,\nL171: \"calm\": 0.0\nL172: }\nL173: }\nL174: },\nL175: \"usage\": {\nL176: \"input_tokens\": 589,\nL177: \"output_tokens\": 212\nL178: }\nL179: }\nL180: `\nL181: Each question is answered on its own against the ticket:\nL182: * The `department` answer is `returns` with a 0.61 probability, but `billing` has 0.35 because of the double charge. The ticket belongs to two teams, and the split confidence of 0.42 reflects that.\nL183: * The `return_reason` is `wrong_size` with a confidence of 1.0, which is expected because it says this clearly in the ticket.\nL184: * The `shipping_issue` answer is split between `delayed` and `other`. It’s a speculative question and `department` didn’t come back as shipping, so it can be ignored by the code, as shown in the example code snippet below.\nL185: * The `requested_resolution` answer leans to `refund` at 0.40, with `replacement` and `exchange` sharing most of the rest, and the confidence is 0.20. The double charge suggests money back, the wrong size suggests a swap, and the customer never says which they want.\nL186: * The `tone` answer is `frustrated` with a probability of 0.84 and a confidence of 0.76.\nL187: The example code below reads the answers it needs, ignores the rest, and treats a low-confidence answer as a reason to ask rather than act:\nL188: \nL189: `from typesafe_sdk import Choice, TypeSafeClient\nL190: \nL191: TRIAGE_QUESTIONS = {\nL192: \"department\": Choice(\nL193: instructions=\"Which team should handle this?\",\nL194: criteria={\nL195: \"returns\": \"Exchanges, wrong or damaged items\",\nL196: \"shipping\": \"Delivery status, delays, lost packages\",\nL197: \"billing\": \"Charges, invoices, payment problems\",\nL198: },\nL199: ),\nL200: \"return_reason\": Choice(\nL201: instructions=\"If the customer wants to return something, why?\",\nL202: criteria={\nL203: \"wrong_size\": \"The item doesn't fit\",\nL204: \"wrong_item\": \"A different product was delivered\",\nL205: \"damaged\": \"The item arrived broken or faulty\",\nL206: \"changed_mind\": \"The item is fine, the customer no longer wants it\",\nL207: \"other\": \"A return reason that fits none of the above\",\nL208: },\nL209: ),\nL210: \"shipping_issue\": Choice(\nL211: instructions=\"If this is a shipping problem, which kind is it?\",\nL212: criteria={\nL213: \"not_delivered\": \"The package never arrived\",\nL214: \"delayed\": \"The package is late but still on its way\",\nL215: \"wrong_address\": \"The package went to the wrong place\",\nL216: \"damaged_in_transit\": \"The package arrived damaged\",\nL217: \"other\": \"A shipping problem that fits none of the above\",\nL218: },\nL219: ),\nL220: \"requested_resolution\": Choice(\nL221: instructions=\"What does the customer want to happen?\",\nL222: criteria={\nL223: \"exchange\": \"Swap the item for a different one\",\nL224: \"refund\": \"Money back\",\nL225: \"replacement\": \"The same item sent again\",\nL226: \"information\": \"Just an answer, no action needed\",\nL227: },\nL228: ),\nL229: \"tone\": Choice(\nL230: instructions=\"What is the customer's tone?\",\nL231: criteria={\"calm\": None, \"frustrated\": None, \"angry\": None},\nL232: ),\nL233: }\nL234: \nL235: \nL236: def triage(ticket: str) -> None:\nL237: with TypeSafeClient() as client:\nL238: response = client.system_one(\nL239: state=ticket,\nL240: questions=TRIAGE_QUESTIONS,\nL241: )\nL242: answers = response.answers\nL243: \nL244: department = answers[\"department\"]\nL245: if department.confidence < 0.3:\nL246: # Not clear which team to send to. Let a person decide.\nL247: send_to_manual_triage(ticket)\nL248: return\nL249: \nL250: if department.choice == \"returns\":\nL251: # return_reason answer is only used here\nL252: assign(ticket, team=\"returns\", issue=answers[\"return_reason\"].choice)\nL253: elif department.choice == \"shipping\":\nL254: # shipping_issue answer is only used here\nL255: assign(ticket, team=\"shipping\", issue=answers[\"shipping_issue\"].choice)\nL256: else:\nL257: assign(ticket, team=\"billing\")\nL258: \nL259: # A second team with a real share of the probability gets a copy\nL260: for team, probability in department.probabilities.items():\nL261: if team != department.choice and probability > 0.25:\nL262: notify(ticket, team=team)\nL263: resolution = answers[\"requested_resolution\"]\nL264: if resolution.confidence < 0.5:\nL265: # The customer hasn't said what they want. Ask, don't guess.\nL266: ask_customer_what_they_want(ticket)\nL267: elif resolution.choice == \"refund\":\nL268: flag_for_refund_approval(ticket)\nL269: \nL270: if answers[\"tone\"].choice == \"angry\":\nL271: flag_for_senior_agent(ticket)\nL272: `\n--------------------------------------------------------------------------------\nAdvanced: structure - TypeSafe AI (https://docs.typesafe.ai/primitives/advanced)\nciteturn3view1 [wordlim: 200] Crawled: today; Content type: text/html; Source: open({\"ref_id\":\"https://docs.typesafe.ai/primitives/advanced\",\"lineno\":null}); Total lines: 109\n"}{"status":"fulfilled","value":{"chunk_id":"146373","wall_time_seconds":0.236268542,"exit_code":0,"original_token_count":4763,"output":"/Users/sahaj/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright/package.json\n/Users/sahaj/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright-core/package.json\n/Users/sahaj/.npm/_npx/e41f203b7505f1fb/node_modules/playwright/package.json\n/Users/sahaj/.npm/_npx/e41f203b7505f1fb/node_modules/playwright-core/package.json\n/Users/sahaj/.npm/_npx/705bc6b22212b352/node_modules/playwright/package.json\n/Users/sahaj/.npm/_npx/705bc6b22212b352/node_modules/playwright-core/package.json\nimport { SIZE, MAX_SNAKES, DIRECTIONS, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake, chooseLocalMove, PLAN_LABELS, TACTIC_LABELS, MOVE_INTERVAL, PLAN_INTERVAL } from './game.mjs';\n\nconst $ = id => document.getElementById(id);\nconst canvas = $('board'), ctx = canvas.getContext('2d');\nlet state = newArena(), previousApple = { ...state.apple };\nconst visuals = new Map(), decisions = new Map();\nlet nextMovementAt = 0, planInFlight = false, nextPlanAt = 0;\nlet runAbort = new AbortController();\nlet appleMovedAt = 0, running = false, started = false, finished = false, ready = false;\nlet epoch = 0, elapsed = 0, catches = 0, calls = 0, tokens = 0, lastFrame = performance.now(), lastHop = 0;\nlet appleHistory = [], best = 0, popupTimer;\ntry { best = Number(localStorage.getItem('apple-vs-jev-survival-best')) || 0; } catch {}\n$('best').textContent = `${best.toFixed(1)}s`;\n\nfor (const direction of Object.keys(PLAN_LABELS)) {\n const row = document.createElement('div'); row.className = 'prob-row'; row.id = `prob-${direction}`;\n const label = document.createElement('span'); label.textContent = PLAN_LABELS[direction];\n const track = document.createElement('div'); track.className = 'track';\n const fill = document.createElement('div'); fill.className = 'fill'; fill.style.width = '0%'; track.append(fill);\n const value = document.createElement('span'); value.textContent = '—'; row.append(label, track, value);\n $('probabilities').append(row);\n}\nfunction registerSnake(actor) {\n visuals.set(actor.id, { previous: actor.snake.map(p => ({ ...p })), movedAt: 0 });\n const option = document.createElement('option');\n option.value = String(actor.id); option.textContent = `Snake ${actor.id}`;\n $('snake-select').append(option);\n $('snake-count').textContent = String(state.snakes.length);\n}\nfunction showDecision() {\n const id = Number($('snake-select').value), result = decisions.get(id);\n $('decision').textContent = result ? TACTIC_LABELS[result.tactic] : 'Waiting to move.';\n $('decision-note').textContent = result ? `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence` : 'Jev plans. Snakes follow between updates.';\n $('latency').textContent = result ? `${result.latency} ms` : '—';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`), probability = result?.probabilities?.[direction];\n row.classList.toggle('picked', direction === result?.plan);\n row.children[1].firstChild.style.width = `${(probability || 0) * 100}%`;\n row.lastChild.textContent = probability === undefined ? '—' : `${Math.round(probability * 100)}%`;\n }\n}\nfunction announce(message) {\n $('catch-pop').textContent = message;\n $('catch-pop').classList.add('show'); clearTimeout(popupTimer);\n popupTimer = setTimeout(() => $('catch-pop').classList.remove('show'), 1100);\n}\n$('snake-select').addEventListener('change', showDecision);\nstate.snakes.forEach(registerSnake);\nfunction badge(label, kind) {\n const el = $('connection'); el.className = `live-badge ${kind}`;\n el.replaceChildren(document.createElement('span'), document.createTextNode(label));\n}\nasync function checkConnection() {\n $('start').disabled = true;\n try {\n const response = await fetch('/api/status');\n if (!response.ok) throw new Error('Server unavailable.');\n const result = await response.json(); ready = result.configured;\n refreshUsage();\n badge(ready ? 'Jev ready' : 'Key needed', ready ? 'ready' : 'error');\n $('setup-hint').textContent = ready ? 'Arrow keys / WASD' : 'Add JEV_API_KEY to .env and restart the server.';\n $('start').disabled = !ready;\n } catch {\n badge('Server offline', 'error');\n $('setup-hint').textContent = 'Start the local server with npm start, then reload.';\n }\n}\nfunction overlay(tag, title, copy, button, hint = '') {\n $('overlay-tag').textContent = tag; $('overlay-title').textContent = title;\n $('overlay-copy').textContent = copy;\n $('start').textContent = button;\n $('setup-hint').textContent = hint; $('overlay').hidden = false;\n}\nfunction saveBest() {\n if (elapsed > best) {\n best = elapsed; $('best').textContent = `${best.toFixed(1)}s`;\n try { localStorage.setItem('apple-vs-jev-survival-best', String(best)); } catch {}\n }\n}\nfunction reset() {\n epoch++; running = false; started = false; finished = false;\n runAbort.abort(); state = newArena(); previousApple = { ...state.apple };\n visuals.clear(); decisions.clear(); $('snake-select').replaceChildren(); state.snakes.forEach(registerSnake);\n elapsed = 0; catches = 0; appleHistory = []; lastHop = 0;\n $('catches').textContent = '0'; $('next-snake').textContent = 'Next snake in 15s';\n showDecision();\n $('decision').textContent = 'Waiting to start.';\n $('decision-note').textContent = 'Jev plans. Snakes follow between updates.';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`); row.classList.remove('picked'); row.children[1].firstChild.style.width = '0%'; row.lastChild.textContent = '—';\n }\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n}\nfunction start() {\n if (!ready || running) return;\n if (finished) reset();\n runAbort.abort(); runAbort = new AbortController();\n running = true; started = true; epoch++;\n $('overlay').hidden = true; $('pause').disabled = false;\n $('pause').replaceChildren(document.createTextNode('Pause '), Object.assign(document.createElement('span'), { className: 'key', textContent: 'P' }));\n canvas.focus({ preventScroll: true });\n badge('Jev live', 'ready');\n decisions.clear(); showDecision();\n nextMovementAt = performance.now() + MOVE_INTERVAL;\n requestPlan(epoch);\n}\nfunction pause() {\n if (!started || finished) return;\n if (!running) { start(); return; }\n running = false; epoch++; runAbort.abort();\n badge('Paused', '');\n overlay('Paused', 'Take your time.', 'The snakes and your timer are paused.', 'Resume');\n $('pause').textContent = 'Resume P';\n}\nfunction win(actor, collision = false) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n $('pause').disabled = true; badge('You win', 'ready');\n overlay('You win', collision ? 'Snake hit itself.' : 'Snake trapped.', `Snake ${actor.id} ${collision ? 'hit its own body' : 'ran out of safe moves'}. Round time: ${elapsed.toFixed(1)} seconds.`, 'Play again');\n}\nfunction caught(actor) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n catches++; $('catches').textContent = String(catches);\n $('pause').disabled = true; badge('Game over', '');\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n overlay('Game over', 'You got caught.', `Snake ${actor.id} caught you after ${elapsed.toFixed(1)} seconds. Continue to start a new round with one snake.`, 'Continue');\n}\nfunction recordUsage(usage) {\n calls = usage.requests; tokens = usage.inputTokens;\n $('calls').textContent = String(calls);\n $('cost').textContent = `$${usage.cost.toFixed(4)}`;\n}\nasync function refreshUsage() {\n try {\n const response = await fetch('/api/usage');\n if (response.ok) recordUsage(await response.json());\n } catch {} // Accounting remains on the server even if the browser is disconnected.\n}\nsetInterval(refreshUsage, 3000);\n\nasync function requestPlan(runEpoch) {\n if (planInFlight || !running || epoch !== runEpoch) return;\n planInFlight = true;\n nextPlanAt = performance.now() + PLAN_INTERVAL;\n const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, appleHistory: [...appleHistory] };\n try {\n const response = await fetch('/api/plan', {\n method: 'POST', headers: { 'Content-Type': 'application/json' },\n body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),\n });\n const result = await response.json();\n if (result.usage) recordUsage(result.usage);\n if (!running || epoch !== runEpoch) return;\n if (!response.ok) throw new Error(result.error || 'Jev could not choose a plan.');\n for (const assignment of result.assignments) decisions.set(assignment.id, { ...result, tactic: assignment.tactic });\n showDecision();\n } catch (error) {\n if (!running || epoch !== runEpoch) return;\n running = false; epoch++; runAbort.abort(); badge('Jev disconnected', 'error');\n overlay('Connection lost', 'Snakes paused.', error.name === 'TimeoutError' ? 'Jev took too long to plan. Your timer is paused.' : error.message, 'Retry');\n $('decision').textContent = 'Waiting for a plan.';\n $('decision-note').textContent = 'Resume to get a fresh team plan.';\n $('pause').textContent = 'Resume P';\n } finally {\n planInFlight = false;\n }\n}\nfunction moveSnakes(now) {\n if (now < nextMovementAt) return;\n // Never replay missed steps after a slow frame or a pause.\n nextMovementAt = now + MOVE_INTERVAL;\n for (const actor of state.snakes) {\n const plan = decisions.get(actor.id);\n if (!plan) continue; // New snakes wait for their first model-selected assignment.\n const direction = chooseLocalMove({ ...state, appleHistory }, actor, plan.tactic);\n if (!direction) { win(actor); return; }\n const visual = visuals.get(actor.id);\n visual.previous = actor.snake.map(p => ({ ...p }));\n const move = stepArenaSnake(state, actor, direction);\n if (move.collision) { win(actor, true); return; }\n if (!move.valid) continue;\n visual.movedAt = now;\n if (move.ate) { caught(actor); return; }\n }\n}\n\nfunction hop(direction) {\n if (!running || performance.now() - lastHop < 85) return;\n const prev = { ...state.apple };\n if (moveArenaApple(state, direction)) {\n previousApple = prev; appleMovedAt = performance.now(); lastHop = appleMovedAt;\n appleHistory.push(direction); appleHistory = appleHistory.slice(-4);\n }\n}\nconst keyMap = { ArrowUp: 'up', ArrowDown: 'down', ArrowLeft: 'left', ArrowRight: 'right', w: 'up', a: 'left', s: 'down', d: 'right' };\ndocument.addEventListener('keydown', e => {\n if (e.target instanceof HTMLSelectElement) return;\n const key = e.key.length === 1 ? e.key.toLowerCase() : e.key;\n if (keyMap[key]) { e.preventDefault(); if (!e.repeat) hop(keyMap[key]); }\n if (key === 'p' || (e.code === 'Space' && e.target === canvas)) { e.preventDefault(); if (!e.repeat) pause(); }\n});\n$('start').addEventListener('click', start); $('pause').addEventListener('click', pause);\n$('restart').addEventListener('click', () => { if (started) saveBest(); reset(); if (ready) start(); });\ndocument.querySelectorAll('[data-direction]').forEach(button => button.addEventListener('pointerdown', e => { e.preventDefault(); hop(button.dataset.direction); }));\nlet touchStart;\ncanvas.addEventListener('pointerdown', e => { touchStart = { x: e.clientX, y: e.clientY }; canvas.setPointerCapture(e.pointerId); });\ncanvas.addEventListener('pointerup', e => {\n if (!touchStart) return;\n const dx = e.clientX - touchStart.x, dy = e.clientY - touchStart.y; touchStart = null;\n if (Math.max(Math.abs(dx), Math.abs(dy)) < 12) return;\n hop(Math.abs(dx) > Math.abs(dy) ? dx > 0 ? 'right' : 'left' : dy > 0 ? 'down' : 'up');\n});\ndocument.addEventListener('visibilitychange', () => { if (document.hidden && running) pause(); });\nwindow.addEventListener('blur', () => { if (running) pause(); });\nfunction roundedRect(x, y, w, h, r, color) { ctx.fillStyle = color; ctx.beginPath(); ctx.roundRect(x, y, w, h, r); ctx.fill(); }\nfunction draw(now) {\n const dt = Math.min((now - lastFrame) / 1000, .1); lastFrame = now;\n if (running) {\n elapsed += dt;\n for (const actor of spawnDueSnakes(state, elapsed)) {\n registerSnake(actor);\n announce(`Snake ${actor.id} joined.`);\n\n }\n if (now >= nextPlanAt) requestPlan(epoch);\n moveSnakes(now);\n }\n $('next-snake').textContent = state.snakes.length >= MAX_SNAKES ? 'All 3 snakes are in' : `Next snake in ${Math.max(0, Math.ceil(state.nextSpawnAt - elapsed))}s`;\n $('time').textContent = String(Math.floor(elapsed)).padStart(2, '0');\n $('tenths').textContent = String(Math.floor(elapsed * 10) % 10);\n const W = 680, cell = W / SIZE;\n ctx.clearRect(0, 0, W, W); ctx.fillStyle = '#fafafa'; ctx.fillRect(0, 0, W, W);\n for (let y = 0; y < SIZE; y++) for (let x = 0; x < SIZE; x++) {\n if ((x + y) % 2 === 0) { ctx.fillStyle = '#f5f5f5'; ctx.fillRect(x * cell, y * cell, cell, cell); }\n ctx.fillStyle = '#d9d9d9'; ctx.fillRect(x * cell - .5, y * cell - .5, 1, 1);\n }\n // Interpolate the snake's movement without changing its discrete collision grid.\n for (const actor of state.snakes) {\n const visual = visuals.get(actor.id);\n const color = ['#303030', '#65756d', '#78808e'][actor.id - 1];\n const t = Math.min(1, Math.max(0, (now - visual.movedAt) / 120));\n const points = actor.snake.map((p, i) => {\n const old = visual.previous[Math.min(i, visual.previous.length - 1)] || p;\n return { x: (old.x + (p.x - old.x) * t + .5) * cell, y: (old.y + (p.y - old.y) * t + .5) * cell };\n });\n ctx.save();\n ctx.strokeStyle = color; ctx.lineWidth = cell * .66; ctx.lineCap = 'square'; ctx.lineJoin = 'miter';\n ctx.beginPath(); points.forEach((p, i) => i ? ctx.lineTo(p.x, p.y) : ctx.moveTo(p.x, p.y)); ctx.stroke(); ctx.restore();\n points.forEach((p, i) => {\n if (i === 0) return;\n ctx.fillStyle = '#ffffff20'; ctx.fillRect(p.x - 1.5, p.y - 1.5, 3, 3);\nimport http from 'node:http';\nimport { readFile } from 'node:fs/promises';\nimport { fileURLToPath } from 'node:url';\nimport { buildQuestion, validateArena, teamPlans } from './public/game.mjs';\n\ntry { process.loadEnvFile(fileURLToPath(new URL('.env', import.meta.url))); } catch (error) {\n if (error.code !== 'ENOENT') throw error;\n}\nconst apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nconst port = Number(process.env.PORT || 3000);\nlet pending = 0;\n// Process-wide accounting includes responses whose browser request was cancelled.\nconst usage = { requests: 0, responses: 0, inputTokens: 0 };\nconst telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\nconst files = new Map([\n ['/', ['index.html', 'text/html']],\n ['/style.css', ['style.css', 'text/css']],\n ['/app.mjs', ['app.mjs', 'text/javascript']],\n ['/game.mjs', ['game.mjs', 'text/javascript']],\n ['/favicon.svg', ['favicon.svg', 'image/svg+xml']],\n]);\nfunction json(res, status, body) {\n res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nconst server = http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(apiKey), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!apiKey) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n try {\n for await (const chunk of req) {\n buffer += chunk;\n if (buffer.length > 20000) return json(res, 413, { error: 'Request too large.' });\n }\n const state = JSON.parse(buffer);\n if (!validateArena(state)) return json(res, 400, { error: 'Invalid board.' });\n const plans = teamPlans(state);\n if (pending >= 6) return json(res, 429, { error: 'Too many active plans. Retry in a moment.' });\n pending++;\n const started = performance.now();\n try {\n usage.requests++;\n const response = await fetch('https://api.typesafe.ai/v1/systemone', {\n method: 'POST',\n headers: { Authorization: `Bearer ${apiKey}`, 'Content-Type': 'application/json' },\n body: JSON.stringify(buildQuestion(state)),\n signal: AbortSignal.timeout(5000),\n });\n if (!response.ok) {\n const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\n return json(res, 502, { error: messages[response.status] || `Jev returned HTTP ${response.status}.` });\n }\n const data = await response.json();\n usage.responses++;\n if (Number.isFinite(data.usage?.input_tokens) && data.usage.input_tokens >= 0) usage.inputTokens += data.usage.input_tokens;\n const answer = data.answers?.plan;\n if (!answer || answer.type !== 'choice' || !Object.hasOwn(plans, answer.choice) ||\n !Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||\n !answer.probabilities || !Object.keys(plans).every(name => Number.isFinite(answer.probabilities[name]) && answer.probabilities[name] >= 0 && answer.probabilities[name] <= 1)) {\n return json(res, 502, { error: 'Jev returned an invalid plan. Try again.' });\n }\n return json(res, 200, { plan: answer.choice, assignments: plans[answer.choice], confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), usage: telemetry(), model: data.model });\n } finally { pending--; }\n } catch (error) {\n return json(res, error instanceof SyntaxError ? 400 : 502, { error: error instanceof SyntaxError ? 'Invalid request.' : 'Could not reach Jev. Retry when your connection is back.' });\n }\n }\n if (req.method === 'GET' && files.has(path)) {\n try {\n const [filename, type] = files.get(path);\n const data = await readFile(new URL(`public/${filename}`, import.meta.url));\n res.writeHead(200, { 'Content-Type': `${type}; charset=utf-8`, 'Cache-Control': 'no-cache' });\n return res.end(data);\n } catch { return json(res, 500, { error: 'Could not load the game.' }); }\n }\n json(res, 404, { error: 'Not found.' });\n});\nserver.listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\n"}}
{"status":"fulfilled","value":"Choice - TypeSafe AI (https://docs.typesafe.ai/primitives/choice)\nciteturn3view0 [wordlim: 200] Crawled: today; Content type: text/html; Source: open({\"ref_id\":\"https://docs.typesafe.ai/primitives/choice\",\"lineno\":null}); Total lines: 312\nL0: > ## Documentation Index\nL1: >\nL2: > Fetch the complete documentation index at: cite0†/llms.txt L3: >\nL4: > Use this file to discover all available pages before exploring further.\nL5: \nL6: cite1†Skip to main content L7: \nL8: cite2†TypeSafe AI home page L9: \nL10: Search...\nL11: \nL12: Navigation\nL13: \nL14: Primitives (Questions)\nL15: \nL16: Choice\nL17: \nL18: Primitives (Questions)\nL19: # Choice\nL20: \nL21: A Choice is a System One question type for selecting one option from a defined set. The answer includes the selected option, a probability for each option, and confidence.\nL22: \nL23: Copy page Copy page\nL24: Use a Choice when the answer is one of a fixed set of options. For example, which team handles a ticket, which category a product belongs to, or which language a code snippet is written in. If the answer is a position on a spectrum, use a cite3†Score . If it’s a yes or no, use a cite4†Noul . cite5†Choose a question type compares all three. A Choice answer is the selected option in `choice`. The model also returns a probability for every option in `probabilities`, and a `confidence` value for the selected option.\nL25: Example questions:\nL26: \nL27: `\"What programming language is this code written in\"\nL28: → options: python, javascript, typescript, go, rust, other\nL29: \nL30: \"What type of meeting is this based on the title and description\"\nL31: → options: standup, planning, retrospective, one on one, brainstorm, none of the above\nL32: \nL33: \"Which product category does this item belong to\"\nL34: → options: electronics, clothing, home garden, food and beverage\nL35: `\nL36: ##\nL37: \nL38: cite6† L39: \nL40: Request structure\nL41: \nL42: The POST request body to the cite7†TypeSafe API has a specific structure. The top level has three fields: `state`, the content to evaluate; `model`; and `questions`, a map from question ids you choose to question objects. Each Choice question has the following fields:\nL43: * `type`: Always `\"choice\"`.\nL44: * `instructions`: The question the model answers.\nL45: * `criteria`: The answer options, as a map. Each key is an option name and each value is a description of that option.\nL46: Below is a request where the state is a support ticket from an online shoe store and the question is which team should handle it: You choose the question id, `department` in this case. The answer is returned under the same id. The model never sees the question id. The option names and their descriptions are both sent to the model, so write descriptions that separate the options from each other. Our cite8†client SDKs provide typed questions. In Python, the same question is a `Choice`:\nL47: `from typesafe_sdk import Choice, TypeSafeClient\nL48: \nL49: with TypeSafeClient() as client:\nL50: response = client.system_one(\nL51: state=\"My running shoes arrived in the wrong size. Can I swap them for a size 10?\",\nL52: questions={\nL53: \"department\": Choice(\nL54: instructions=\"Which team should handle this?\",\nL55: criteria={\nL56: \"returns\": \"Exchanges, wrong or damaged items\",\nL57: \"shipping\": \"Delivery status, delays, lost packages\",\nL58: \"billing\": \"Charges, invoices, payment problems\",\nL59: },\nL60: ),\nL61: },\nL62: )\nL63: \nL64: print(response.answers[\"department\"].choice)\nL65: `\nL66: Use the `system_one` method or the `https://api.typesafe.ai/v1/systemone` endpoint to call a System One model. The `model` field selects which model handles the request. cite9†How to build with TypeSafe covers where in your code to call it. Use one of our cite8†client SDKs or call the cite7†HTTP API directly. If a coding agent is writing the integration for you, install the cite10†TypeSafe agent skill first so it knows the request and response shapes.\nL67: `instructions` and each entry in `criteria` can be a string, an object, or an array. Start with a string. Use an object when a description needs several kinds of guidance, such as what an option covers, what it doesn’t cover, and some examples. See cite11†Structured instructions and criteria below and the cite12†API reference .\nL68: ##\nL69: \nL70: cite13† L71: \nL72: Response structure\nL73: The response has one entry in `answers` per question, under the ids from the request. This is the response to the example request above:\nL74: \nL75: `{\nL76: \"model\": \"jev-1.13.0\",\nL77: \"answers\": {\nL78: \"department\": {\nL79: \"type\": \"choice\",\nL80: \"choice\": \"returns\",\nL81: \"confidence\": 1.0,\nL82: \"probabilities\": {\nL83: \"shipping\": 0.0,\nL84: \"returns\": 1.0,\nL85: \"billing\": 0.0\nL86: }\nL87: }\nL88: },\nL89: \"usage\": {\nL90: \"input_tokens\": 328,\nL91: \"output_tokens\": 34\nL92: }\nL93: }\nL94: `\nL95: Besides `type`, each Choice answer has three values:\nL96: * `choice`: The option with the highest probability.\nL97: * `probabilities`: The full probability distribution across every option. The sum of all values is 1.\nL98: * cite14†`confidence` : A number from 0 to 1 computed from how `probabilities` is spread. A flat shape, with probability spread across several options, means low confidence. A single peak on one option means high confidence.\nL99: This ticket is an easy one, so all of the probability is on `returns` and confidence is 1.0. A ticket that mentions a wrong size and a missing refund would split probability between `returns` and `billing`, and confidence would drop.\nL100: ##\nL101: \nL102: cite15† L103: \nL104: Good practice: ask more than one question per call\nL105: Ask every Choice question your code might need in a single request rather than one request per question. Questions are evaluated in parallel. Adding questions barely changes the response time, and the code can ignore answers it doesn’t need. Extra questions still cost tokens. cite16†Ask multiple questions together explains this in full; the next section shows five Choice questions in one call. The same logic applies to the options inside a single Choice question.\nL106: A Choice question accepts up to 255 options, and adding options costs a few tokens each, so give the model the full list of teams, categories, or products rather than a shortlist. Add an `other` or `none of the above` option when the list might not cover every input, so the model can say none of the others fit. To classify documents through a deep hierarchy or large taxonomy, chain Choice questions level by level.\nL107: The cite17†Hierarchical Classification cookbook shows how to run a beam search over Choice probabilities, keeping the best `K` candidate paths at each level instead of committing to a single greedy path.\nL108: ##\nL109: \nL110: cite18† L111: \nL112: A more complex example\nL113: The basic example above routes a ticket to a team. A bigger support system might also need the return reason, the delivery problem, what the customer wants, and the customer’s tone. The request below asks five Choice questions about a ticket that is more ambiguous than the first: it involves three teams and doesn’t say what the customer wants. Two of these Choice questions are speculative: `return_reason` only matters if the `department` is `returns`, and `shipping_issue` only matters if it’s `shipping`.\nL114: The `tone` question uses `null` descriptions because the option names are clear on their own. The TypeSafe response:\nL115: \nL116: `{\nL117: \"model\": \"jev-1.13.0\",\nL118: \"answers\": {\nL119: \"department\": {\nL120: \"type\": \"choice\",\nL121: \"choice\": \"returns\",\nL122: \"confidence\": 0.42,\nL123: \"probabilities\": {\nL124: \"shipping\": 0.04,\nL125: \"billing\": 0.35,\nL126: \"returns\": 0.61\nL127: }\nL128: },\nL129: \"return_reason\": {\nL130: \"type\": \"choice\",\nL131: \"choice\": \"wrong_size\",\nL132: \"confidence\": 1.0,\nL133: \"probabilities\": {\nL134: \"other\": 0.0,\nL135: \"wrong_size\": 1.0,\nL136: \"changed_mind\": 0.0,\nL137: \"damaged\": 0.0,\nL138: \"wrong_item\": 0.0\nL139: }\nL140: },\nL141: \"shipping_issue\": {\nL142: \"type\": \"choice\",\nL143: \"choice\": \"delayed\",\nL144: \"confidence\": 0.67,\nL145: \"probabilities\": {\nL146: \"wrong_address\": 0.0,\nL147: \"other\": 0.26,\nL148: \"not_delivered\": 0.0,\nL149: \"damaged_in_transit\": 0.0,\nL150: \"delayed\": 0.74\nL151: }\nL152: },\nL153: \"requested_resolution\": {\nL154: \"type\": \"choice\",\nL155: \"choice\": \"refund\",\nL156: \"confidence\": 0.2,\nL157: \"probabilities\": {\nL158: \"replacement\": 0.34,\nL159: \"refund\": 0.4,\nL160: \"information\": 0.02,\nL161: \"exchange\": 0.24\nL162: }\nL163: },\nL164: \"tone\": {\nL165: \"type\": \"choice\",\nL166: \"choice\": \"frustrated\",\nL167: \"confidence\": 0.76,\nL168: \"probabilities\": {\nL169: \"frustrated\": 0.84,\nL170: \"angry\": 0.16,\nL171: \"calm\": 0.0\nL172: }\nL173: }\nL174: },\nL175: \"usage\": {\nL176: \"input_tokens\": 589,\nL177: \"output_tokens\": 212\nL178: }\nL179: }\nL180: `\nL181: Each question is answered on its own against the ticket:\nL182: * The `department` answer is `returns` with a 0.61 probability, but `billing` has 0.35 because of the double charge. The ticket belongs to two teams, and the split confidence of 0.42 reflects that.\nL183: * The `return_reason` is `wrong_size` with a confidence of 1.0, which is expected because it says this clearly in the ticket.\nL184: * The `shipping_issue` answer is split between `delayed` and `other`. It’s a speculative question and `department` didn’t come back as shipping, so it can be ignored by the code, as shown in the example code snippet below.\nL185: * The `requested_resolution` answer leans to `refund` at 0.40, with `replacement` and `exchange` sharing most of the rest, and the confidence is 0.20. The double charge suggests money back, the wrong size suggests a swap, and the customer never says which they want.\nL186: * The `tone` answer is `frustrated` with a probability of 0.84 and a confidence of 0.76.\nL187: The example code below reads the answers it needs, ignores the rest, and treats a low-confidence answer as a reason to ask rather than act:\nL188: \nL189: `from typesafe_sdk import Choice, TypeSafeClient\nL190: \nL191: TRIAGE_QUESTIONS = {\nL192: \"department\": Choice(\nL193: instructions=\"Which team should handle this?\",\nL194: criteria={\nL195: \"returns\": \"Exchanges, wrong or damaged items\",\nL196: \"shipping\": \"Delivery status, delays, lost packages\",\nL197: \"billing\": \"Charges, invoices, payment problems\",\nL198: },\nL199: ),\nL200: \"return_reason\": Choice(\nL201: instructions=\"If the customer wants to return something, why?\",\nL202: criteria={\nL203: \"wrong_size\": \"The item doesn't fit\",\nL204: \"wrong_item\": \"A different product was delivered\",\nL205: \"damaged\": \"The item arrived broken or faulty\",\nL206: \"changed_mind\": \"The item is fine, the customer no longer wants it\",\nL207: \"other\": \"A return reason that fits none of the above\",\nL208: },\nL209: ),\nL210: \"shipping_issue\": Choice(\nL211: instructions=\"If this is a shipping problem, which kind is it?\",\nL212: criteria={\nL213: \"not_delivered\": \"The package never arrived\",\nL214: \"delayed\": \"The package is late but still on its way\",\nL215: \"wrong_address\": \"The package went to the wrong place\",\nL216: \"damaged_in_transit\": \"The package arrived damaged\",\nL217: \"other\": \"A shipping problem that fits none of the above\",\nL218: },\nL219: ),\nL220: \"requested_resolution\": Choice(\nL221: instructions=\"What does the customer want to happen?\",\nL222: criteria={\nL223: \"exchange\": \"Swap the item for a different one\",\nL224: \"refund\": \"Money back\",\nL225: \"replacement\": \"The same item sent again\",\nL226: \"information\": \"Just an answer, no action needed\",\nL227: },\nL228: ),\nL229: \"tone\": Choice(\nL230: instructions=\"What is the customer's tone?\",\nL231: criteria={\"calm\": None, \"frustrated\": None, \"angry\": None},\nL232: ),\nL233: }\nL234: \nL235: \nL236: def triage(ticket: str) -> None:\nL237: with TypeSafeClient() as client:\nL238: response = client.system_one(\nL239: state=ticket,\nL240: questions=TRIAGE_QUESTIONS,\nL241: )\nL242: answers = response.answers\nL243: \nL244: department = answers[\"department\"]\nL245: if department.confidence < 0.3:\nL246: # Not clear which team to send to. Let a person decide.\nL247: send_to_manual_triage(ticket)\nL248: return\nL249: \nL250: if department.choice == \"returns\":\nL251: # return_reason answer is only used here\nL252: assign(ticket, team=\"returns\", issue=answers[\"return_reason\"].choice)\nL253: elif department.choice == \"shipping\":\nL254: # shipping_issue answer is only used here\nL255: assign(ticket, team=\"shipping\", issue=answers[\"shipping_issue\"].choice)\nL256: else:\nL257: assign(ticket, team=\"billing\")\nL258: \nL259: # A second team with a real share of the probability gets a copy\nL260: for team, probability in department.probabilities.items():\nL261: if team != department.choice and probability > 0.25:\nL262: notify(ticket, team=team)\nL263: resolution = answers[\"requested_resolution\"]\nL264: if resolution.confidence < 0.5:\nL265: # The customer hasn't said what they want. Ask, don't guess.\nL266: ask_customer_what_they_want(ticket)\nL267: elif resolution.choice == \"refund\":\nL268: flag_for_refund_approval(ticket)\nL269: \nL270: if answers[\"tone\"].choice == \"angry\":\nL271: flag_for_senior_agent(ticket)\nL272: `\n--------------------------------------------------------------------------------\nAdvanced: structure - TypeSafe AI (https://docs.typesafe.ai/primitives/advanced)\nciteturn3view1 [wordlim: 200] Crawled: today; Content type: text/html; Source: open({\"ref_id\":\"https://docs.typesafe.ai/primitives/advanced\",\"lineno\":null}); Total lines: 109\n"}>python3 - <<'PY'
p='public/app.mjs'; s=open(p).read().replace('MOVE_INTERVAL, PLAN_INTERVAL', 'MOVE_INTERVAL, PLAN_INTERVAL, tacticTarget, same'); s=s.replace(' const direction = chooseLocalMove({ ...state, appleHistory }, actor, plan.tactic);', ''' const arena = { ...state, appleHistory };
plan.closing = plan.closing || same(actor.snake[0], tacticTarget(arena, plan.tactic));
const direction = chooseLocalMove(arena, actor, plan.closing ? 'chase' : plan.tactic);'''); s=s.replace(" announce(`Snake ${actor.id} joined.`);\n\n", " announce(`Snake ${actor.id} joined.`);\n"); open(p,'w').write(s)
p='server.mjs'; s=open(p).read().replace("import http from 'node:http';", "import http from 'node:http';\nimport { resolve } from 'node:path';"); start=s.index('let pending = 0;'); end=s.index('const files =',start); accounting=s[start:end]; s=s[:start]+s[end:]; s=s.replace('const server = http.createServer(async (req, res) => {', 'export function createGameServer({ key = apiKey, upstreamFetch = fetch } = {}) {\n'+accounting+'return http.createServer(async (req, res) => {'); s=s.replace('Boolean(apiKey)', 'Boolean(key)').replace('if (!apiKey)', 'if (!key)').replace('await fetch(', 'await upstreamFetch(').replace('`Bearer ${apiKey}`', '`Bearer ${key}`'); s=s[:s.index("server.listen(port,")]+'''}
if (process.argv[1] && resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {
createGameServer().listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));
}
'''; open(p,'w').write(s)
p='tests/game.test.mjs'; s=open(p).read().replace('stepArenaSnake }', 'stepArenaSnake, validateArena, teamPlans, tacticTarget, chooseLocalMove, TACTIC_LABELS, inside }'); a=s.index("test('Jev receives"); b=s.index("test('rejects",a); s=s[:a]+'''test('one Jev question covers all snakes without sending their bodies', () => {
const arena = newArena(); spawnDueSnakes(arena, 25, () => .5); arena.appleHistory = ['up', 'up'];
const request = buildQuestion(arena);
assert.deepEqual(Object.keys(request.questions), ['plan']);
assert.equal(request.questions.plan.type, 'choice');
assert.equal(request.state.snakes.length, 3);
assert.ok(request.state.snakes.every(s => !Object.hasOwn(s, 'snake')));
for (const assignments of Object.values(request.questions.plan.criteria)) {
assert.equal(new Set(assignments.map(a => a.snake)).size, 3);
assert.ok(assignments.every(a => inside(a.target)));
}
});
test('coordinated flanks retain a chaser and assign opposite sides', () => {
const arena = newArena(); spawnDueSnakes(arena, 25, () => .5);
const plans = teamPlans(arena);
assert.deepEqual(plans.vertical.map(a => a.tactic).sort(), ['chase', 'down', 'up']);
assert.deepEqual(plans.horizontal.map(a => a.tactic).sort(), ['chase', 'left', 'right']);
assert.deepEqual(Object.keys(teamPlans(newArena())), ['chase', 'intercept']);
});
test('interception responds to sustained movement, reversals and board edges', () => {
const arena = { ...newArena(), appleHistory: ['right', 'right'] };
assert.deepEqual(tacticTarget(arena, 'intercept'), { x: 15, y: 8 });
assert.deepEqual(tacticTarget(arena, 'intercept_far'), { x: 16, y: 8 });
arena.appleHistory = ['right', 'left'];
assert.deepEqual(tacticTarget(arena, 'intercept'), arena.apple);
for (const apple of [{ x: 0, y: 0 }, { x: 16, y: 16 }]) {
arena.apple = apple;
for (const tactic of Object.keys(TACTIC_LABELS)) assert.ok(inside(tacticTarget(arena, tactic)));
}
});
test('local movement follows targets, takes catches and handles forced or trapped moves', () => {
const arena = newArena(), actor = arena.snakes[0];
assert.equal(chooseLocalMove(arena, actor, 'chase'), 'right');
arena.apple = { x: 5, y: 5 };
assert.equal(chooseLocalMove(arena, actor, 'chase'), 'up');
assert.equal(chooseLocalMove(arena, actor, 'down'), 'down');
arena.apple = { x: 6, y: 8 };
assert.equal(chooseLocalMove(arena, actor, 'up'), 'right');
actor.snake = [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }]; actor.direction = 'left';
assert.equal(chooseLocalMove(arena, actor, 'intercept'), 'down');
actor.snake.push({ x: 0, y: 2 });
assert.equal(chooseLocalMove(arena, actor, 'chase'), null);
});
test('arena validation rejects duplicate IDs, missing snakes and malformed history', () => {
const arena = { ...newArena(), appleHistory: [] };
assert.equal(validateArena(arena), true);
assert.equal(validateArena({ ...arena, snakes: [] }), false);
assert.equal(validateArena({ ...arena, snakes: [arena.snakes[0], arena.snakes[0]] }), false);
assert.equal(validateArena({ ...arena, snakes: [null] }), false);
assert.equal(validateArena({ ...arena, appleHistory: ['__proto__'] }), false);
assert.equal(validateArena({ ...arena, appleHistory: Array(5).fill('up') }), false);
});
'''+s[b:]; open(p,'w').write(s)
PY
npm test
lsof -nP -iTCP:3000 -sTCP:LISTEN{"chunk_id":"2883a3","wall_time_seconds":0.391939417,"exit_code":0,"original_token_count":1280,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 1.652917\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.214333\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.100083\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.056125\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 4.55975\n type: 'test'\n ...\n# Subtest: coordinated flanks retain a chaser and assign opposite sides\nok 6 - coordinated flanks retain a chaser and assign opposite sides\n ---\n duration_ms: 2.703542\n type: 'test'\n ...\n# Subtest: interception responds to sustained movement, reversals and board edges\nok 7 - interception responds to sustained movement, reversals and board edges\n ---\n duration_ms: 0.201541\n type: 'test'\n ...\n# Subtest: local movement follows targets, takes catches and handles forced or trapped moves\nnot ok 8 - local movement follows targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 1.150458\n type: 'test'\n location: '/Users/sahaj/Desktop/dev/program/jev/tests/game.test.mjs:56:1'\n failureType: 'testCodeFailure'\n error: |-\n Expected values to be strictly equal:\n \n 'up' !== 'down'\n \n code: 'ERR_ASSERTION'\n name: 'AssertionError'\n expected: 'down'\n actual: 'up'\n operator: 'strictEqual'\n stack: |-\n TestContext.<anonymous> (file:///Users/sahaj/Desktop/dev/program/jev/tests/game.test.mjs:61:10)\n Test.runInAsyncScope (node:async_hooks:214:14)\n Test.run (node:internal/test_runner/test:1047:25)\n Test.processPendingSubtests (node:internal/test_runner/test:744:18)\n Test.postRun (node:internal/test_runner/test:1173:19)\n Test.run (node:internal/test_runner/test:1101:12)\n async Test.processPendingSubtests (node:internal/test_runner/test:744:7)\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nnot ok 9 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.630458\n type: 'test'\n location: '/Users/sahaj/Desktop/dev/program/jev/tests/game.test.mjs:69:1'\n failureType: 'testCodeFailure'\n error: \"Cannot read properties of null (reading 'id')\"\n code: 'ERR_TEST_FAILURE'\n name: 'TypeError'\n stack: |-\n file:///Users/sahaj/Desktop/dev/program/jev/public/game.mjs:102:52\n Array.every (<anonymous>)\n validateArena (file:///Users/sahaj/Desktop/dev/program/jev/public/game.mjs:102:14)\n TestContext.<anonymous> (file:///Users/sahaj/Desktop/dev/program/jev/tests/game.test.mjs:74:16)\n Test.runInAsyncScope (node:async_hooks:214:14)\n Test.run (node:internal/test_runner/test:1047:25)\n Test.processPendingSubtests (node:internal/test_runner/test:744:18)\n Test.postRun (node:internal/test_runner/test:1173:19)\n Test.run (node:internal/test_runner/test:1101:12)\n async Test.processPendingSubtests (node:internal/test_runner/test:744:7)\n ...\n# Subtest: rejects malformed board state\nok 10 - rejects malformed board state\n ---\n duration_ms: 0.431583\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 11 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 2.058917\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 12 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 9.792333\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 13 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.161833\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 14 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.943791\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 15 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 4.301958\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 16 - apple movement avoids every snake\n ---\n duration_ms: 0.555708\n type: 'test'\n ...\n1..16\n# tests 16\n# suites 0\n# pass 14\n# fail 2\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 86.268833\nCOMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME\nnode 63166 sahaj 12u IPv4 0xb7d966c8c7b9a8be 0t0 TCP 127.0.0.1:3000 (LISTEN)\n"}The planning and movement loops are now separate, and the inspector shows each snake’s assigned tactic. I’m testing pause/resume, newly spawned snakes, and slow responses to make sure they don’t cause stale plans or extra requests.
>python3 - <<'PY'
p='public/game.mjs'; s=open(p).read().replace('s.snakes.every(actor => Number.isInteger(actor.id)', 's.snakes.every(actor => actor && Number.isInteger(actor.id)'); open(p,'w').write(s)
p='tests/game.test.mjs'; s=open(p).read().replace('arena.apple = { x: 5, y: 5 };', 'arena.apple = { x: 5, y: 7 };'); open(p,'w').write(s)
p='README.md'; s=open(p).read().replace("TypeSafe's Jev chooses every snake move.", "TypeSafe's Jev directs the snakes as a team."); a=s.index('The local Node server sends'); b=s.index('\nThe key stays',a); s=s[:a]+'''Jev chooses one coordinated team plan about once per second: direct pursuit, interception, or approaches from opposite sides. One request covers all active snakes. The server sends a compact summary of the apple, recent apple movements, snake heads/headings, and candidate team assignments; full snake bodies stay local.
The browser executes the assigned tactics with local shortest-path movement every 210 ms. Targets follow the apple, interception projects sustained movement, and legal-move checks prevent wall/body collisions. Forced moves and immediate catches are handled locally. A snake reaching its approach target closes in on the apple. New snakes wait for their first assignment. Only one planning request is in flight per browser; a slow response does not stop movement under the last plan. API failures pause the round with a retry button. Resume clears old plans and requests a fresh one. Background tabs pause to avoid unnecessary calls.
The inspector shows the selected snake's tactic, the team-plan probabilities/confidence, and planning latency. Requests and estimated input-token cost are counted on the server, across all tabs/rounds until the server restarts. Completed upstream responses are counted even if the browser cancels its request. Cost uses reported input tokens at $0.042/M; upstream timeouts or failures without usage cannot be accounted for precisely. The UI refreshes these counters every three seconds.
At three snakes, the request ceiling falls from about 14.3 requests/second to one team request/second (about 93% fewer requests during uninterrupted play). Token savings depend on the size of the new team prompt. Pause/resume and fresh rounds can trigger additional initial plans.
'''+s[b:]; open(p,'w').write(s)
p='public/index.html'; s=open(p).read().replace('id="cost"', 'id="cost" title="Estimated model cost across all tabs since the server started"'); open(p,'w').write(s)
PY
cat > tests/server.test.mjs <<'JS'
import test from 'node:test';
import assert from 'node:assert/strict';
import { once } from 'node:events';
import { createGameServer } from '../server.mjs';
import { newArena, spawnDueSnakes } from '../public/game.mjs';
async function fixture(t, upstreamFetch) {
const server = createGameServer({ key: 'test-key', upstreamFetch });
server.listen(0, '127.0.0.1');
await once(server, 'listening');
t.after(() => { server.closeAllConnections(); server.close(); });
return `http://127.0.0.1:${server.address().port}`;
}
const snapshot = () => ({ ...newArena(), appleHistory: [] });
const send = (base, state, signal) => fetch(`${base}/api/plan`, { method: 'POST', body: JSON.stringify(state), signal });
function answer(body, choice = 'chase') {
const options = Object.keys(body.questions.plan.criteria);
return Response.json({ model: body.model, usage: { input_tokens: 600 }, answers: { plan: { type: 'choice', choice, confidence: 1, probabilities: Object.fromEntries(options.map(option => [option, Number(option === choice)])) } } });
}
test('one upstream call returns coordinated assignments for all three snakes', async t => {
let requests = 0;
const base = await fixture(t, async (_url, options) => { requests++; return answer(JSON.parse(options.body), 'vertical'); });
const arena = snapshot(); spawnDueSnakes(arena, 25, () => .5);
const response = await send(base, arena), result = await response.json();
assert.equal(response.status, 200);
assert.equal(requests, 1);
assert.equal(result.assignments.length, 3);
assert.deepEqual(result.assignments.map(a => a.tactic).sort(), ['chase', 'down', 'up']);
assert.equal(result.usage.inputTokens, 600);
assert.equal(result.usage.cost, 600 / 1e6 * .042);
});
test('malformed states are rejected before making paid requests', async t => {
const base = await fixture(t, () => { assert.fail('Must not call upstream'); });
for (const snakes of [[], [null], [snapshot().snakes[0], snapshot().snakes[0]]]) assert.equal((await send(base, { ...snapshot(), snakes })).status, 400);
});
test('invalid model choices are rejected while their token usage is counted', async t => {
const base = await fixture(t, async (_url, options) => answer(JSON.parse(options.body), 'invalid'));
assert.equal((await send(base, snapshot())).status, 502);
const usage = await (await fetch(`${base}/api/usage`)).json();
assert.equal(usage.inputTokens, 600);
});
test('browser cancellation does not lose completed upstream token usage', async t => {
let started, finish;
const ready = new Promise(resolve => { started = resolve; });
const base = await fixture(t, async (_url, options) => {
started();
await new Promise(resolve => { finish = resolve; });
return answer(JSON.parse(options.body));
});
const controller = new AbortController();
const pending = send(base, snapshot(), controller.signal);
const rejected = assert.rejects(pending, { name: 'AbortError' });
await ready; controller.abort(); await rejected; finish();
let usage;
for (let i = 0; i < 30; i++) {
usage = await (await fetch(`${base}/api/usage`)).json();
if (usage.responses) break;
await new Promise(resolve => setTimeout(resolve, 10));
}
assert.equal(usage.requests, 1);
assert.equal(usage.inputTokens, 600);
});
JS
npm test
node --check public/app.mjs
node --check server.mjs{"chunk_id":"473b7d","wall_time_seconds":0.445407458,"exit_code":0,"original_token_count":1221,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 1.337667\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.879625\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.112959\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.061\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 5.413917\n type: 'test'\n ...\n# Subtest: coordinated flanks retain a chaser and assign opposite sides\nok 6 - coordinated flanks retain a chaser and assign opposite sides\n ---\n duration_ms: 3.381417\n type: 'test'\n ...\n# Subtest: interception responds to sustained movement, reversals and board edges\nok 7 - interception responds to sustained movement, reversals and board edges\n ---\n duration_ms: 0.250667\n type: 'test'\n ...\n# Subtest: local movement follows targets, takes catches and handles forced or trapped moves\nnot ok 8 - local movement follows targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 1.173833\n type: 'test'\n location: '/Users/sahaj/Desktop/dev/program/jev/tests/game.test.mjs:56:1'\n failureType: 'testCodeFailure'\n error: |-\n Expected values to be strictly equal:\n \n 'up' !== 'down'\n \n code: 'ERR_ASSERTION'\n name: 'AssertionError'\n expected: 'down'\n actual: 'up'\n operator: 'strictEqual'\n stack: |-\n TestContext.<anonymous> (file:///Users/sahaj/Desktop/dev/program/jev/tests/game.test.mjs:61:10)\n Test.runInAsyncScope (node:async_hooks:214:14)\n Test.run (node:internal/test_runner/test:1047:25)\n Test.processPendingSubtests (node:internal/test_runner/test:744:18)\n Test.postRun (node:internal/test_runner/test:1173:19)\n Test.run (node:internal/test_runner/test:1101:12)\n async Test.processPendingSubtests (node:internal/test_runner/test:744:7)\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 9 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.42\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 10 - rejects malformed board state\n ---\n duration_ms: 0.416958\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 11 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 2.52825\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 12 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 10.106958\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 13 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.155166\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 14 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.097292\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 15 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 4.696625\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 16 - apple movement avoids every snake\n ---\n duration_ms: 0.831542\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 17 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 30.66725\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 18 - malformed states are rejected before making paid requests\n ---\n duration_ms: 8.000208\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 19 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 3.700917\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 20 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 4.458708\n type: 'test'\n ...\n1..20\n# tests 20\n# suites 0\n# pass 19\n# fail 1\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 148.980166\n"}>python3 - <<'PY'
p='tests/game.test.mjs'; s=open(p).read().replace('arena.apple = { x: 5, y: 7 };', 'arena.apple = { x: 5, y: 6 };'); open(p,'w').write(s)
PY
ps -p 63166 -o pid,ppid,command
lsof -a -p 63166 -d cwd -Fn
node --input-type=module <<'JS'
import { createGameServer } from './server.mjs';
import { newArena, spawnDueSnakes } from './public/game.mjs';
const server = createGameServer();
await new Promise(resolve => server.listen(0, '127.0.0.1', resolve));
const url = `http://127.0.0.1:${server.address().port}/api/plan`;
try {
for (const count of [1, 3]) {
const arena = { ...newArena(), appleHistory: ['up', 'up'] };
if (count === 3) spawnDueSnakes(arena, 25, () => .5);
const r = await fetch(url, { method: 'POST', body: JSON.stringify(arena) });
console.log(JSON.stringify({ snakes: count, status: r.status, result: await r.json() }));
}
} finally { server.closeAllConnections(); server.close(); }
JS{"chunk_id":"ef427b","wall_time_seconds":0.333135,"exit_code":0,"original_token_count":187,"output":" PID PPID COMMAND\n63166 63145 node server.mjs\np63166\nfcwd\nn/Users/sahaj/Desktop/dev/program/jev\n{\"snakes\":1,\"status\":200,\"result\":{\"plan\":\"intercept\",\"assignments\":[{\"id\":1,\"tactic\":\"intercept\"}],\"confidence\":0.54,\"probabilities\":{\"intercept\":0.77,\"chase\":0.23},\"latency\":191,\"usage\":{\"requests\":1,\"responses\":1,\"inputTokens\":526,\"cost\":0.000022092},\"model\":\"jev-1.13.0\"}}\n{\"snakes\":3,\"status\":200,\"result\":{\"plan\":\"intercept\",\"assignments\":[{\"id\":2,\"tactic\":\"chase\"},{\"id\":1,\"tactic\":\"intercept\"},{\"id\":3,\"tactic\":\"intercept_far\"}],\"confidence\":0.33,\"probabilities\":{\"horizontal\":0.21,\"intercept\":0.5,\"chase\":0.05,\"vertical\":0.24},\"latency\":127,\"usage\":{\"requests\":2,\"responses\":2,\"inputTokens\":1545,\"cost\":0.00006489},\"model\":\"jev-1.13.0\"}}\n"}>cat > /tmp/jev-plan-smoke.mjs <<'JS'
import assert from 'node:assert/strict';
import { chromium } from '/Users/sahaj/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright/index.mjs';
import { createGameServer } from '/Users/sahaj/Desktop/dev/program/jev/server.mjs';
import { teamPlans } from '/Users/sahaj/Desktop/dev/program/jev/public/game.mjs';
const server = createGameServer({ key: 'browser-test', upstreamFetch: () => { throw Error('Browser test must not hit upstream'); } });
await new Promise(resolve => server.listen(0, '127.0.0.1', resolve));
const browser = await chromium.launch({ headless: true });
const page = await browser.newPage({ viewport: { width: 1360, height: 1000 } });
const errors = []; page.on('pageerror', e => errors.push(e.message));
let requests = [], mode = 'normal', held = null;
await page.route('**/api/plan', async route => {
const state = route.request().postDataJSON(); requests.push({ state, at: await page.evaluate(() => performance.now()) });
const plans = teamPlans(state), plan = state.snakes.length > 1 ? 'vertical' : 'chase';
const body = { plan, assignments: plans[plan], confidence: .8, probabilities: Object.fromEntries(Object.keys(plans).map(k => [k, Number(k === plan)])), latency: 100, usage: { requests: requests.length, inputTokens: requests.length * 600, cost: requests.length * 600 / 1e6 * .042 } };
if (mode === 'hold') { held = () => route.fulfill({ json: body }); return; }
if (mode === 'error') { await route.fulfill({ status: 502, json: { error: 'Test outage' } }); return; }
await route.fulfill({ json: body });
});
await page.route('**/api/usage', route => route.fulfill({ json: { requests: requests.length, inputTokens: requests.length * 600, cost: requests.length * 600 / 1e6 * .042 } }));
try {
await page.goto(`http://127.0.0.1:${server.address().port}`);
await page.clock.install();
await page.locator('#start').click();
await page.waitForFunction(() => Object.keys(window.gameSnapshot().plans).length > 0);
let previous = 'ArrowUp';
for (let i = 0; i < 270; i++) {
const key = await page.evaluate(previous => {
const { state, running } = window.gameSnapshot(); if (!running) return null;
const directions = { ArrowUp: [0, -1], ArrowRight: [1, 0], ArrowDown: [0, 1], ArrowLeft: [-1, 0] };
const choices = Object.entries(directions).map(([key, [dx, dy]]) => {
const x = state.apple.x + dx, y = state.apple.y + dy;
if (x < 0 || y < 0 || x > 16 || y > 16 || state.snakes.some(s => s.snake.some(p => p.x === x && p.y === y))) return null;
const safety = Math.min(...state.snakes.map(s => Math.abs(s.snake[0].x - x) + Math.abs(s.snake[0].y - y)));
const edge = Math.min(x, y, 16 - x, 16 - y);
return { key, score: Math.min(safety, 9) * 3 + Math.min(edge, 3) + (previous === key ? .2 : 0) };
}).filter(Boolean).sort((a,b) => b.score - a.score);
return choices[0]?.key;
}, previous);
assert.ok(key, 'Autoplay should survive to exercise three-snake planning');
await page.keyboard.press(key); previous = key;
await page.clock.runFor(100);
}
let snapshot = await page.evaluate(() => window.gameSnapshot());
assert.equal(snapshot.state.snakes.length, 3);
assert.equal(Object.keys(snapshot.plans).length, 3);
assert.ok(requests.length >= 25 && requests.length <= 29, `Expected roughly one plan/sec, got ${requests.length}`);
assert.ok(requests.some(r => r.state.snakes.length === 3));
for (let i = 1; i < requests.length; i++) assert.ok(requests[i].at - requests[i-1].at >= 990);
await page.screenshot({ path: '/Users/sahaj/Desktop/dev/program/jev/artifacts/team-planning-desktop.png', fullPage: true });
const beforePause = snapshot.state, count = requests.length;
await page.keyboard.press('p'); await page.clock.runFor(2200);
snapshot = await page.evaluate(() => window.gameSnapshot());
assert.deepEqual(snapshot.state, beforePause); assert.equal(requests.length, count);
await page.keyboard.press('p'); await page.waitForFunction(() => Object.keys(window.gameSnapshot().plans).length === 3);
assert.equal(requests.length, count + 1);
// Let a request hang: movement continues under the last accepted plan, with no extra plan calls.
mode = 'hold'; await page.clock.runFor(1050); assert.ok(held);
const beforeSlow = await page.evaluate(() => window.gameSnapshot());
const slowCount = requests.length;
await page.clock.runFor(450);
const afterSlow = await page.evaluate(() => window.gameSnapshot());
assert.notDeepEqual(afterSlow.state.snakes, beforeSlow.state.snakes);
assert.equal(requests.length, slowCount);
// Restart while the old response is outstanding. It must not assign old snakes to the new round.
await page.locator('#restart').click(); mode = 'normal'; await held(); held = null;
await page.clock.runFor(1100);
await page.waitForFunction(() => Object.keys(window.gameSnapshot().plans).length === 1);
snapshot = await page.evaluate(() => window.gameSnapshot());
assert.equal(snapshot.state.snakes.length, 1);
assert.deepEqual(Object.keys(snapshot.plans), ['1']);
mode = 'error'; await page.clock.runFor(1100);
await page.waitForFunction(() => !window.gameSnapshot().running);
assert.equal(await page.locator('#overlay-title').textContent(), 'Snakes paused.');
mode = 'normal'; await page.locator('#start').click();
await page.waitForFunction(() => Object.keys(window.gameSnapshot().plans).length === 1);
await page.keyboard.press('p');
await page.setViewportSize({ width: 390, height: 844 });
await page.screenshot({ path: '/Users/sahaj/Desktop/dev/program/jev/artifacts/team-planning-mobile.png', fullPage: true });
assert.equal(await page.evaluate(() => document.documentElement.scrollWidth > innerWidth), false);
assert.deepEqual(errors, []);
console.log(JSON.stringify({ passed: true, requestsDuring27Seconds: count, scenarios: ['three snakes', 'cadence', 'local movement', 'pause/resume', 'slow response', 'stale response after restart', 'API error/retry', 'mobile layout'], errors }));
} finally { await browser.close(); server.closeAllConnections(); server.close(); }
JS
node /tmp/jev-plan-smoke.mjs{"chunk_id":"2c80bc","wall_time_seconds":0.1114965,"exit_code":1,"original_token_count":276,"output":"node:internal/modules/run_main:123\n triggerUncaughtException(\n ^\n\nbrowserType.launch: Executable doesn't exist at /Users/sahaj/Library/Caches/ms-playwright/chromium_headless_shell-1217/chrome-headless-shell-mac-arm64/chrome-headless-shell\n╔════════════════════════════════════════════════════════════╗\n║ Looks like Playwright was just installed or updated. ║\n║ Please run the following command to download new browsers: ║\n║ ║\n║ npx playwright install ║\n║ ║\n║ <3 Playwright Team ║\n╚════════════════════════════════════════════════════════════╝\n at /private/tmp/jev-plan-smoke.mjs:7:32 {\n name: 'Error'\n}\n\nNode.js v22.22.3\n"}>ls '/Applications/Google Chrome.app/Contents/MacOS/Google Chrome' /Users/sahaj/Library/Caches/ms-playwright
python3 - <<'PY'
p='/tmp/jev-plan-smoke.mjs'; s=open(p).read().replace('chromium.launch({ headless: true })', "chromium.launch({ headless: true, channel: 'chrome' })"); open(p,'w').write(s)
PY
node /tmp/jev-plan-smoke.mjs{"chunk_id":"c4985d","wall_time_seconds":1.0020425,"session_id":17732,"original_token_count":33,"output":"/Applications/Google Chrome.app/Contents/MacOS/Google Chrome\n\n/Users/sahaj/Library/Caches/ms-playwright:\nchromium-1117\nffmpeg-1009\n"}Live Jev requests are working with the new format. A sampled three-snake plan used 1,019 input tokens; at one plan per second, that projects to about 88% less model spend than the old maximum pace.
Server tests also confirm that completed API responses are counted even when the browser cancels its request. I’m finishing the browser checks now.
{"chunk_id":"abcd96","wall_time_seconds":0.000176542,"exit_code":1,"original_token_count":100,"output":"node:internal/modules/run_main:123\n triggerUncaughtException(\n ^\n\nAssertionError [ERR_ASSERTION]: The expression evaluated to a falsy value:\n\n assert.ok(requests[i].at - requests[i-1].at >= 990)\n\n at file:///private/tmp/jev-plan-smoke.mjs:48:52 {\n generatedMessage: true,\n code: 'ERR_ASSERTION',\n actual: false,\n expected: true,\n operator: '==',\n diff: 'simple'\n}\n\nNode.js v22.22.3\n"}
{"chunk_id":"493e44","wall_time_seconds":0.374662,"exit_code":0,"original_token_count":1025,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 1.33175\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.247375\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.112625\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.067\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 4.412125\n type: 'test'\n ...\n# Subtest: coordinated flanks retain a chaser and assign opposite sides\nok 6 - coordinated flanks retain a chaser and assign opposite sides\n ---\n duration_ms: 2.869125\n type: 'test'\n ...\n# Subtest: interception responds to sustained movement, reversals and board edges\nok 7 - interception responds to sustained movement, reversals and board edges\n ---\n duration_ms: 0.227667\n type: 'test'\n ...\n# Subtest: local movement follows targets, takes catches and handles forced or trapped moves\nok 8 - local movement follows targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 0.731875\n type: 'test'\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 9 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.413209\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 10 - rejects malformed board state\n ---\n duration_ms: 0.34\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 11 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 2.277625\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 12 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 9.999708\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 13 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.135542\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 14 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.10575\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 15 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 4.76875\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 16 - apple movement avoids every snake\n ---\n duration_ms: 0.589875\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 17 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 28.181083\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 18 - malformed states are rejected before making paid requests\n ---\n duration_ms: 7.978125\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 19 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 3.617208\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 20 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 4.794917\n type: 'test'\n ...\n1..20\n# tests 20\n# suites 0\n# pass 20\n# fail 0\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 140.344542\n"}>npm test && node --check public/app.mjs && node --check server.mjs{"chunk_id":"abcd96","wall_time_seconds":0.000176542,"exit_code":1,"original_token_count":100,"output":"node:internal/modules/run_main:123\n triggerUncaughtException(\n ^\n\nAssertionError [ERR_ASSERTION]: The expression evaluated to a falsy value:\n\n assert.ok(requests[i].at - requests[i-1].at >= 990)\n\n at file:///private/tmp/jev-plan-smoke.mjs:48:52 {\n generatedMessage: true,\n code: 'ERR_ASSERTION',\n actual: false,\n expected: true,\n operator: '==',\n diff: 'simple'\n}\n\nNode.js v22.22.3\n"}
{"chunk_id":"493e44","wall_time_seconds":0.374662,"exit_code":0,"original_token_count":1025,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 1.33175\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.247375\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.112625\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.067\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 4.412125\n type: 'test'\n ...\n# Subtest: coordinated flanks retain a chaser and assign opposite sides\nok 6 - coordinated flanks retain a chaser and assign opposite sides\n ---\n duration_ms: 2.869125\n type: 'test'\n ...\n# Subtest: interception responds to sustained movement, reversals and board edges\nok 7 - interception responds to sustained movement, reversals and board edges\n ---\n duration_ms: 0.227667\n type: 'test'\n ...\n# Subtest: local movement follows targets, takes catches and handles forced or trapped moves\nok 8 - local movement follows targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 0.731875\n type: 'test'\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 9 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.413209\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 10 - rejects malformed board state\n ---\n duration_ms: 0.34\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 11 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 2.277625\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 12 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 9.999708\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 13 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.135542\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 14 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.10575\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 15 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 4.76875\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 16 - apple movement avoids every snake\n ---\n duration_ms: 0.589875\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 17 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 28.181083\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 18 - malformed states are rejected before making paid requests\n ---\n duration_ms: 7.978125\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 19 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 3.617208\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 20 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 4.794917\n type: 'test'\n ...\n1..20\n# tests 20\n# suites 0\n# pass 20\n# fail 0\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 140.344542\n"}>python3 - <<'PY'
p='/tmp/jev-plan-smoke.mjs'; s=open(p).read(); s=s.replace("const errors = [];", "await page.addInitScript(() => { const original = window.fetch; window.planRequestTimes = []; window.fetch = (...args) => { if (args[0] === '/api/plan') window.planRequestTimes.push(performance.now()); return original(...args); }; });\nconst errors = [];"); s=s.replace(" for (let i = 1; i < requests.length; i++) assert.ok(requests[i].at - requests[i-1].at >= 990);", " const times = await page.evaluate(() => window.planRequestTimes);\n for (let i = 1; i < times.length; i++) assert.ok(times[i] - times[i-1] >= 990, `Planning interval was ${times[i] - times[i-1]}ms`);"); open(p,'w').write(s)
PY
node /tmp/jev-plan-smoke.mjs{"chunk_id":"d4cb68","wall_time_seconds":1.002055916,"session_id":13525,"original_token_count":0,"output":""}>sed -n '1,145p' server.mjs
ps -p 63145 -o pid,ppid,command
rg -n 'every.*move|every.*step|api/decide|runSnake|Session cost|Decisions|model-selected|No simulated' README.md public server.mjs tests{"chunk_id":"400953","wall_time_seconds":0.0000085,"exit_code":0,"original_token_count":1518,"output":"import http from 'node:http';\nimport { resolve } from 'node:path';\nimport { readFile } from 'node:fs/promises';\nimport { fileURLToPath } from 'node:url';\nimport { buildQuestion, validateArena, teamPlans } from './public/game.mjs';\n\ntry { process.loadEnvFile(fileURLToPath(new URL('.env', import.meta.url))); } catch (error) {\n if (error.code !== 'ENOENT') throw error;\n}\nconst apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nconst port = Number(process.env.PORT || 3000);\nconst files = new Map([\n ['/', ['index.html', 'text/html']],\n ['/style.css', ['style.css', 'text/css']],\n ['/app.mjs', ['app.mjs', 'text/javascript']],\n ['/game.mjs', ['game.mjs', 'text/javascript']],\n ['/favicon.svg', ['favicon.svg', 'image/svg+xml']],\n]);\nfunction json(res, status, body) {\n res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nexport function createGameServer({ key = apiKey, upstreamFetch = fetch } = {}) {\nlet pending = 0;\n// Process-wide accounting includes responses whose browser request was cancelled.\nconst usage = { requests: 0, responses: 0, inputTokens: 0 };\nconst telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\nreturn http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(key), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!key) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n try {\n for await (const chunk of req) {\n buffer += chunk;\n if (buffer.length > 20000) return json(res, 413, { error: 'Request too large.' });\n }\n const state = JSON.parse(buffer);\n if (!validateArena(state)) return json(res, 400, { error: 'Invalid board.' });\n const plans = teamPlans(state);\n if (pending >= 6) return json(res, 429, { error: 'Too many active plans. Retry in a moment.' });\n pending++;\n const started = performance.now();\n try {\n usage.requests++;\n const response = await upstreamFetch('https://api.typesafe.ai/v1/systemone', {\n method: 'POST',\n headers: { Authorization: `Bearer ${key}`, 'Content-Type': 'application/json' },\n body: JSON.stringify(buildQuestion(state)),\n signal: AbortSignal.timeout(5000),\n });\n if (!response.ok) {\n const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\n return json(res, 502, { error: messages[response.status] || `Jev returned HTTP ${response.status}.` });\n }\n const data = await response.json();\n usage.responses++;\n if (Number.isFinite(data.usage?.input_tokens) && data.usage.input_tokens >= 0) usage.inputTokens += data.usage.input_tokens;\n const answer = data.answers?.plan;\n if (!answer || answer.type !== 'choice' || !Object.hasOwn(plans, answer.choice) ||\n !Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||\n !answer.probabilities || !Object.keys(plans).every(name => Number.isFinite(answer.probabilities[name]) && answer.probabilities[name] >= 0 && answer.probabilities[name] <= 1)) {\n return json(res, 502, { error: 'Jev returned an invalid plan. Try again.' });\n }\n return json(res, 200, { plan: answer.choice, assignments: plans[answer.choice], confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), usage: telemetry(), model: data.model });\n } finally { pending--; }\n } catch (error) {\n return json(res, error instanceof SyntaxError ? 400 : 502, { error: error instanceof SyntaxError ? 'Invalid request.' : 'Could not reach Jev. Retry when your connection is back.' });\n }\n }\n if (req.method === 'GET' && files.has(path)) {\n try {\n const [filename, type] = files.get(path);\n const data = await readFile(new URL(`public/${filename}`, import.meta.url));\n res.writeHead(200, { 'Content-Type': `${type}; charset=utf-8`, 'Cache-Control': 'no-cache' });\n return res.end(data);\n } catch { return json(res, 500, { error: 'Could not load the game.' }); }\n }\n json(res, 404, { error: 'Not found.' });\n});\n}\nif (process.argv[1] && resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {\n createGameServer().listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\n}\n PID PPID COMMAND\n63145 51723 npm start \nREADME.md:19:The browser executes the assigned tactics with local shortest-path movement every 210 ms. Targets follow the apple, interception projects sustained movement, and legal-move checks prevent wall/body collisions. Forced moves and immediate catches are handled locally. A snake reaching its approach target closes in on the apple. New snakes wait for their first assignment. Only one planning request is in flight per browser; a slow response does not stop movement under the last plan. API failures pause the round with a retry button. Resume clears old plans and requests a fresh one. Background tabs pause to avoid unnecessary calls.\npublic/app.mjs:173: if (!plan) continue; // New snakes wait for their first model-selected assignment.\n"}
{"chunk_id":"e436cb","wall_time_seconds":0.00000625,"exit_code":1,"original_token_count":89,"output":"node:internal/modules/run_main:123\n triggerUncaughtException(\n ^\n\nAssertionError [ERR_ASSERTION]: Autoplay should survive to exercise three-snake planning\n at file:///private/tmp/jev-plan-smoke.mjs:40:12 {\n generatedMessage: false,\n code: 'ERR_ASSERTION',\n actual: null,\n expected: true,\n operator: '==',\n diff: 'simple'\n}\n\nNode.js v22.22.3\n"}{"chunk_id":"400953","wall_time_seconds":0.0000085,"exit_code":0,"original_token_count":1518,"output":"import http from 'node:http';\nimport { resolve } from 'node:path';\nimport { readFile } from 'node:fs/promises';\nimport { fileURLToPath } from 'node:url';\nimport { buildQuestion, validateArena, teamPlans } from './public/game.mjs';\n\ntry { process.loadEnvFile(fileURLToPath(new URL('.env', import.meta.url))); } catch (error) {\n if (error.code !== 'ENOENT') throw error;\n}\nconst apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nconst port = Number(process.env.PORT || 3000);\nconst files = new Map([\n ['/', ['index.html', 'text/html']],\n ['/style.css', ['style.css', 'text/css']],\n ['/app.mjs', ['app.mjs', 'text/javascript']],\n ['/game.mjs', ['game.mjs', 'text/javascript']],\n ['/favicon.svg', ['favicon.svg', 'image/svg+xml']],\n]);\nfunction json(res, status, body) {\n res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nexport function createGameServer({ key = apiKey, upstreamFetch = fetch } = {}) {\nlet pending = 0;\n// Process-wide accounting includes responses whose browser request was cancelled.\nconst usage = { requests: 0, responses: 0, inputTokens: 0 };\nconst telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\nreturn http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(key), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!key) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n try {\n for await (const chunk of req) {\n buffer += chunk;\n if (buffer.length > 20000) return json(res, 413, { error: 'Request too large.' });\n }\n const state = JSON.parse(buffer);\n if (!validateArena(state)) return json(res, 400, { error: 'Invalid board.' });\n const plans = teamPlans(state);\n if (pending >= 6) return json(res, 429, { error: 'Too many active plans. Retry in a moment.' });\n pending++;\n const started = performance.now();\n try {\n usage.requests++;\n const response = await upstreamFetch('https://api.typesafe.ai/v1/systemone', {\n method: 'POST',\n headers: { Authorization: `Bearer ${key}`, 'Content-Type': 'application/json' },\n body: JSON.stringify(buildQuestion(state)),\n signal: AbortSignal.timeout(5000),\n });\n if (!response.ok) {\n const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\n return json(res, 502, { error: messages[response.status] || `Jev returned HTTP ${response.status}.` });\n }\n const data = await response.json();\n usage.responses++;\n if (Number.isFinite(data.usage?.input_tokens) && data.usage.input_tokens >= 0) usage.inputTokens += data.usage.input_tokens;\n const answer = data.answers?.plan;\n if (!answer || answer.type !== 'choice' || !Object.hasOwn(plans, answer.choice) ||\n !Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||\n !answer.probabilities || !Object.keys(plans).every(name => Number.isFinite(answer.probabilities[name]) && answer.probabilities[name] >= 0 && answer.probabilities[name] <= 1)) {\n return json(res, 502, { error: 'Jev returned an invalid plan. Try again.' });\n }\n return json(res, 200, { plan: answer.choice, assignments: plans[answer.choice], confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), usage: telemetry(), model: data.model });\n } finally { pending--; }\n } catch (error) {\n return json(res, error instanceof SyntaxError ? 400 : 502, { error: error instanceof SyntaxError ? 'Invalid request.' : 'Could not reach Jev. Retry when your connection is back.' });\n }\n }\n if (req.method === 'GET' && files.has(path)) {\n try {\n const [filename, type] = files.get(path);\n const data = await readFile(new URL(`public/${filename}`, import.meta.url));\n res.writeHead(200, { 'Content-Type': `${type}; charset=utf-8`, 'Cache-Control': 'no-cache' });\n return res.end(data);\n } catch { return json(res, 500, { error: 'Could not load the game.' }); }\n }\n json(res, 404, { error: 'Not found.' });\n});\n}\nif (process.argv[1] && resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {\n createGameServer().listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\n}\n PID PPID COMMAND\n63145 51723 npm start \nREADME.md:19:The browser executes the assigned tactics with local shortest-path movement every 210 ms. Targets follow the apple, interception projects sustained movement, and legal-move checks prevent wall/body collisions. Forced moves and immediate catches are handled locally. A snake reaching its approach target closes in on the apple. New snakes wait for their first assignment. Only one planning request is in flight per browser; a slow response does not stop movement under the last plan. API failures pause the round with a retry button. Resume clears old plans and requests a fresh one. Background tabs pause to avoid unnecessary calls.\npublic/app.mjs:173: if (!plan) continue; // New snakes wait for their first model-selected assignment.\n"}
{"chunk_id":"e436cb","wall_time_seconds":0.00000625,"exit_code":1,"original_token_count":89,"output":"node:internal/modules/run_main:123\n triggerUncaughtException(\n ^\n\nAssertionError [ERR_ASSERTION]: Autoplay should survive to exercise three-snake planning\n at file:///private/tmp/jev-plan-smoke.mjs:40:12 {\n generatedMessage: false,\n code: 'ERR_ASSERTION',\n actual: null,\n expected: true,\n operator: '==',\n diff: 'simple'\n}\n\nNode.js v22.22.3\n"}>python3 - <<'PY'
p='/tmp/jev-plan-smoke.mjs'; s=open(p).read().replace('const original = window.fetch;', 'Math.random = () => .5; const original = window.fetch;').replace("assert.ok(key, 'Autoplay should survive to exercise three-snake planning');", "assert.ok(key, `Autoplay stopped at ${i}: ${JSON.stringify(await page.evaluate(() => window.gameSnapshot()))}`);"); open(p,'w').write(s)
p='server.mjs'; s=open(p).read(); a=s.index('\nlet pending = 0;'); b=s.index('\n}\nif (process.argv',a); s=s[:a]+''.join('\n '+line if line else '\n' for line in s[a+1:b].split('\n'))+s[b:]; open(p,'w').write(s)
PY
node /tmp/jev-plan-smoke.mjs{"chunk_id":"9f5d47","wall_time_seconds":1.002560458,"session_id":88585,"original_token_count":0,"output":""}{"chunk_id":"e7f1d1","wall_time_seconds":0.000013958,"exit_code":1,"original_token_count":91,"output":"node:internal/modules/run_main:123\n triggerUncaughtException(\n ^\n\nAssertionError [ERR_ASSERTION]: The expression evaluated to a falsy value:\n\n assert.ok(held)\n\n at file:///private/tmp/jev-plan-smoke.mjs:59:56 {\n generatedMessage: true,\n code: 'ERR_ASSERTION',\n actual: null,\n expected: true,\n operator: '==',\n diff: 'simple'\n}\n\nNode.js v22.22.3\n"}>python3 - <<'PY'
p='/tmp/jev-plan-smoke.mjs'; s=open(p).read().replace("requests.push({ state, at: await page.evaluate(() => performance.now()) });", "requests.push({ state });"); s=s.replace(" // Let a request hang:", " await page.locator('#restart').click();\n await page.waitForFunction(() => Object.keys(window.gameSnapshot().plans).length === 1);\n // Let a request hang:"); s=s.replace("await page.locator('#restart').click(); mode = 'normal'; await held();", "mode = 'normal'; await page.locator('#restart').click(); await held();"); open(p,'w').write(s)
PY
node /tmp/jev-plan-smoke.mjs{"chunk_id":"2ff8a9","wall_time_seconds":1.001702459,"session_id":87647,"original_token_count":0,"output":""}The browser check confirmed one team request per second through the third snake’s arrival, with local movement between plans. Pause/resume also stopped and restarted planning correctly. I’m checking the remaining failure cases and the mobile layout before restarting the local game.
{"chunk_id":"c4e884","wall_time_seconds":0.000010084,"exit_code":0,"original_token_count":1134,"output":" res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nexport function createGameServer({ key = apiKey, upstreamFetch = fetch } = {}) {\n let pending = 0;\n // Process-wide accounting includes responses whose browser request was cancelled.\n const usage = { requests: 0, responses: 0, inputTokens: 0 };\n const telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\n return http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(key), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!key) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n# Apple vs. Jev\n\nA browser snake game with the roles reversed: you move the apple; TypeSafe's Jev directs the snakes as a team.\n\n## Run\n\nRequires Node.js 22+. No packages to install.\n\n1. Add `JEV_API_KEY=[REDACTED] to `.env` (or use `TYPESAFE_API_KEY`).\n2. Run `npm start`.\n3. Open **http://localhost:3000** and press **Play**.\n\nArrow keys / WASD move the apple one square per keypress. Touch users can swipe the board or use the directional buttons. P pauses. Getting caught by any snake ends the round immediately. Continue starts a fresh round with one snake and a reset timer. A second snake spawns at 15 seconds of active play, then a third at 25 seconds (maximum three). Pause freezes the round timer and difficulty. Snakes can pass through each other, but they must avoid their own bodies. Trapping any snake ends the round with a win. Restart resets to one snake. Personal best survives reloads on this browser.\n\n## How it works\n\nJev chooses one coordinated team plan about once per second: direct pursuit, interception, or approaches from opposite sides. One request covers all active snakes. The server sends a compact summary of the apple, recent apple movements, snake heads/headings, and candidate team assignments; full snake bodies stay local.\n\nThe browser executes the assigned tactics with local shortest-path movement every 210 ms. Targets follow the apple, interception projects sustained movement, and legal-move checks prevent wall/body collisions. Forced moves and immediate catches are handled locally. A snake reaching its approach target closes in on the apple. New snakes wait for their first assignment. Only one planning request is in flight per browser; a slow response does not stop movement under the last plan. API failures pause the round with a retry button. Resume clears old plans and requests a fresh one. Background tabs pause to avoid unnecessary calls.\n\nThe inspector shows the selected snake's tactic, the team-plan probabilities/confidence, and planning latency. Requests and estimated input-token cost are counted on the server, across all tabs/rounds until the server restarts. Completed upstream responses are counted even if the browser cancels its request. Cost uses reported input tokens at $0.042/M; upstream timeouts or failures without usage cannot be accounted for precisely. The UI refreshes these counters every three seconds.\n\nAt three snakes, the request ceiling falls from about 14.3 requests/second to one team request/second (about 93% fewer requests during uninterrupted play). Token savings depend on the size of the new team prompt. Pause/resume and fresh rounds can trigger additional initial plans.\n\nThe key stays in the local server's environment and is not served to the browser. Only synthetic game state is sent to TypeSafe. The server binds to localhost; this is a local demo, not a hardened public API. Public hosting would need shared spend limits and abuse protection.\n\n## Checks\n\n`npm test` runs the game-rule and request-construction tests. `node --check server.mjs` checks server syntax. No build step is required.\n"}>sed -n '20,38p' server.mjs
cat README.md{"chunk_id":"c4e884","wall_time_seconds":0.000010084,"exit_code":0,"original_token_count":1134,"output":" res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nexport function createGameServer({ key = apiKey, upstreamFetch = fetch } = {}) {\n let pending = 0;\n // Process-wide accounting includes responses whose browser request was cancelled.\n const usage = { requests: 0, responses: 0, inputTokens: 0 };\n const telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\n return http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(key), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!key) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n# Apple vs. Jev\n\nA browser snake game with the roles reversed: you move the apple; TypeSafe's Jev directs the snakes as a team.\n\n## Run\n\nRequires Node.js 22+. No packages to install.\n\n1. Add `JEV_API_KEY=[REDACTED] to `.env` (or use `TYPESAFE_API_KEY`).\n2. Run `npm start`.\n3. Open **http://localhost:3000** and press **Play**.\n\nArrow keys / WASD move the apple one square per keypress. Touch users can swipe the board or use the directional buttons. P pauses. Getting caught by any snake ends the round immediately. Continue starts a fresh round with one snake and a reset timer. A second snake spawns at 15 seconds of active play, then a third at 25 seconds (maximum three). Pause freezes the round timer and difficulty. Snakes can pass through each other, but they must avoid their own bodies. Trapping any snake ends the round with a win. Restart resets to one snake. Personal best survives reloads on this browser.\n\n## How it works\n\nJev chooses one coordinated team plan about once per second: direct pursuit, interception, or approaches from opposite sides. One request covers all active snakes. The server sends a compact summary of the apple, recent apple movements, snake heads/headings, and candidate team assignments; full snake bodies stay local.\n\nThe browser executes the assigned tactics with local shortest-path movement every 210 ms. Targets follow the apple, interception projects sustained movement, and legal-move checks prevent wall/body collisions. Forced moves and immediate catches are handled locally. A snake reaching its approach target closes in on the apple. New snakes wait for their first assignment. Only one planning request is in flight per browser; a slow response does not stop movement under the last plan. API failures pause the round with a retry button. Resume clears old plans and requests a fresh one. Background tabs pause to avoid unnecessary calls.\n\nThe inspector shows the selected snake's tactic, the team-plan probabilities/confidence, and planning latency. Requests and estimated input-token cost are counted on the server, across all tabs/rounds until the server restarts. Completed upstream responses are counted even if the browser cancels its request. Cost uses reported input tokens at $0.042/M; upstream timeouts or failures without usage cannot be accounted for precisely. The UI refreshes these counters every three seconds.\n\nAt three snakes, the request ceiling falls from about 14.3 requests/second to one team request/second (about 93% fewer requests during uninterrupted play). Token savings depend on the size of the new team prompt. Pause/resume and fresh rounds can trigger additional initial plans.\n\nThe key stays in the local server's environment and is not served to the browser. Only synthetic game state is sent to TypeSafe. The server binds to localhost; this is a local demo, not a hardened public API. Public hosting would need shared spend limits and abuse protection.\n\n## Checks\n\n`npm test` runs the game-rule and request-construction tests. `node --check server.mjs` checks server syntax. No build step is required.\n"}{"chunk_id":"57bbca","wall_time_seconds":0.000010708,"exit_code":1,"original_token_count":108,"output":"node:internal/modules/run_main:123\n triggerUncaughtException(\n ^\n\nAssertionError [ERR_ASSERTION]: Expected values to be strictly equal:\n+ actual - expected\n\n+ 'You got caught.'\n- 'Snakes paused.'\n\n at file:///private/tmp/jev-plan-smoke.mjs:77:10 {\n generatedMessage: true,\n code: 'ERR_ASSERTION',\n actual: 'You got caught.',\n expected: 'Snakes paused.',\n operator: 'strictEqual',\n diff: 'simple'\n}\n\nNode.js v22.22.3\n"}>python3 - <<'PY'
p='/tmp/jev-plan-smoke.mjs'; s=open(p).read().replace("mode = 'error'; await page.clock.runFor(1100);", "mode = 'error'; await page.locator('#restart').click();"); open(p,'w').write(s)
p='README.md'; s=open(p).read().replace('runs the game-rule and request-construction tests.', 'runs the game-rule, planning, API validation, and cancellation-accounting tests.'); open(p,'w').write(s)
PY
node /tmp/jev-plan-smoke.mjs{"chunk_id":"3246dc","wall_time_seconds":1.001664333,"session_id":44988,"original_token_count":0,"output":""}{"chunk_id":"57a9d2","wall_time_seconds":0.000012667,"exit_code":0,"original_token_count":53,"output":"{\"passed\":true,\"requestsDuring27Seconds\":28,\"scenarios\":[\"three snakes\",\"cadence\",\"local movement\",\"pause/resume\",\"slow response\",\"stale response after restart\",\"API error/retry\",\"mobile layout\"],\"errors\":[]}\n"}>kill 63166{"chunk_id":"8a4159","wall_time_seconds":0.000010959,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"17de72","wall_time_seconds":1.001513541,"session_id":51283,"original_token_count":26,"output":"\n> apple-vs-jev@1.0.0 start\n> node server.mjs\n\nApple vs. Jev → http://localhost:3000 (Jev connected)\n"}>npm start{"chunk_id":"8a4159","wall_time_seconds":0.000010959,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"17de72","wall_time_seconds":1.001513541,"session_id":51283,"original_token_count":26,"output":"\n> apple-vs-jev@1.0.0 start\n> node server.mjs\n\nApple vs. Jev → http://localhost:3000 (Jev connected)\n"}>curl -fsS http://localhost:3000/api/usage
node --check public/app.mjs
node --check server.mjs{"status":"fulfilled","value":{"chunk_id":"aa313e","wall_time_seconds":0.000008125,"exit_code":0,"original_token_count":14,"output":"{\"requests\":0,\"responses\":0,\"inputTokens\":0,\"cost\":0}"}}{"status":"fulfilled","value":{"chunk_id":"aa313e","wall_time_seconds":0.000008125,"exit_code":0,"original_token_count":14,"output":"{\"requests\":0,\"responses\":0,\"inputTokens\":0,\"cost\":0}"}}Implemented—refresh the game.
At three snakes, that’s roughly 93% fewer requests and 88% lower estimated model cost, based on sampled token usage.
All 20 tests passed, plus browser checks for three snakes, pause/resume, slow responses, restart, errors, and mobile layout.
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Environment Context
current date: 2026-10-08
timezone: America/Toronto
filesystem: /Users/sahaj/Desktop/dev/program/jevthe game does not seem smart.. like the snakes just seem to be following the exact moves im making but delayed right?
I’ll check how the snakes track the apple between plans to see why they feel like delayed followers.
>sed -n '94,245p' public/game.mjs
sed -n '130,206p' public/app.mjs{"chunk_id":"37ca89","wall_time_seconds":0.000007708,"exit_code":0,"original_token_count":2676,"output":" return added;\n}\nexport function moveArenaApple(arena, direction) {\n if (arena.caughtBy !== null) return false;\n const view = { apple: arena.apple, snake: arena.snakes.flatMap(s => s.snake) };\n const moved = moveApple(view, direction);\n arena.apple = view.apple;\n return moved;\n}\nexport function stepArenaSnake(arena, actor, direction, random = Math.random) {\n if (arena.caughtBy !== null) return { valid: false, ate: false };\n const view = { ...actor, apple: arena.apple, foods: arena.foods };\n const result = stepSnake(view, direction);\n actor.direction = view.direction;\n arena.apple = view.apple;\n arena.foods = view.foods;\n if (result.ate) arena.caughtBy = actor.id;\n if (result.ateFood) refillFood(arena, random);\n return result;\n}\nexport const PLAN_LABELS = { chase: 'Chase', intercept: 'Intercept', vertical: 'Top / bottom', horizontal: 'Left / right' };\nexport const TACTIC_LABELS = { chase: 'Chase the apple', intercept: 'Cut ahead', intercept_far: 'Cut further ahead', up: 'Approach from above', down: 'Approach from below', left: 'Approach from the left', right: 'Approach from the right' };\nexport const MOVE_INTERVAL = 210;\nexport const PLAN_INTERVAL = 1000;\n\nexport function validateArena(s) {\n return Boolean(s && Array.isArray(s.snakes) && s.snakes.length >= 1 && s.snakes.length <= MAX_SNAKES &&\n s.snakes.every(actor => actor && Number.isInteger(actor.id) && actor.id >= 1 && actor.id <= MAX_SNAKES && validateState({ ...actor, apple: s.apple })) &&\n new Set(s.snakes.map(actor => actor.id)).size === s.snakes.length &&\n (s.foods === undefined || (Array.isArray(s.foods) && s.foods.length <= FOOD_COUNT &&\n s.foods.every(p => p && Number.isInteger(p.x) && Number.isInteger(p.y) && inside(p) && !s.snakes.some(actor => actor.snake.some(b => same(b, p)))) &&\n new Set(s.foods.map(p => `${p.x},${p.y}`)).size === s.foods.length)) &&\n Array.isArray(s.appleHistory) && s.appleHistory.length <= 4 && s.appleHistory.every(d => Object.hasOwn(DIRECTIONS, d)));\n}\n\nexport function tacticTarget(arena, tactic) {\n const target = { ...arena.apple };\n if (tactic === 'intercept' || tactic === 'intercept_far') {\n const recent = (arena.appleHistory || []).slice(-2);\n // Only project sustained movement; a reversal should not send the team to an old target.\n const d = recent.length === 2 && recent[0] === recent[1] ? DIRECTIONS[recent[1]] : null;\n if (d) { const lead = tactic === 'intercept_far' ? 5 : 3; target.x += d.x * lead; target.y += d.y * lead; }\n } else if (Object.hasOwn(DIRECTIONS, tactic)) {\n target.x += DIRECTIONS[tactic].x * 3; target.y += DIRECTIONS[tactic].y * 3;\n }\n target.x = Math.max(0, Math.min(SIZE - 1, target.x));\n target.y = Math.max(0, Math.min(SIZE - 1, target.y));\n return target;\n}\n\nconst distance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);\nexport function teamPlans(arena) {\n const actors = [...arena.snakes].sort((a, b) => distance(a.snake[0], arena.apple) - distance(b.snake[0], arena.apple) || a.id - b.id);\n const assign = tactics => actors.map((actor, i) => ({ id: actor.id, tactic: tactics[i] }));\n const plans = {\n chase: assign(['chase', 'chase', 'chase']),\n intercept: assign(actors.length === 1 ? ['intercept'] : ['chase', 'intercept', 'intercept_far']),\n };\n if (actors.length > 1) {\n for (const [name, sides] of [['vertical', ['up', 'down']], ['horizontal', ['left', 'right']]]) {\n const followers = actors.slice(1), [a, b] = sides.map(tactic => tacticTarget(arena, tactic));\n const normal = distance(followers[0].snake[0], a) + (followers[1] ? distance(followers[1].snake[0], b) : 0);\n const reverse = distance(followers[0].snake[0], b) + (followers[1] ? distance(followers[1].snake[0], a) : 0);\n plans[name] = assign(['chase', ...(reverse < normal ? [...sides].reverse() : sides)]);\n }\n }\n return plans;\n}\n\n// The model chooses a whole team plan; code handles geometry and each footstep.\nfunction routeLength(start, target, snake) {\n const blocked = new Set(snake.slice(0, -1).map(p => `${p.x},${p.y}`));\n const queue = [[start, 0]], seen = new Set([`${start.x},${start.y}`]);\n for (let i = 0; i < queue.length; i++) {\n const [p, n] = queue[i];\n if (same(p, target)) return n;\n for (const d of Object.values(DIRECTIONS)) {\n const next = { x: p.x + d.x, y: p.y + d.y }, key = `${next.x},${next.y}`;\n if (!inside(next) || blocked.has(key) || seen.has(key)) continue;\n seen.add(key); queue.push([next, n + 1]);\n }\n }\n return null;\n}\nexport function chooseLocalMove(arena, actor, tactic) {\n const view = { ...actor, apple: arena.apple, foods: arena.foods }, moves = legalMoves(view);\n if (moves.length <= 1) return moves[0]?.direction ?? null;\n const catchMove = moves.find(m => same(m.position, arena.apple));\n if (catchMove) return catchMove.direction;\n let target = tacticTarget(arena, tactic);\n // Once a flank is reached, close in; unreachable targets fall back to pursuit.\n if (same(actor.snake[0], target) || routeLength(actor.snake[0], target, actor.snake) === null) target = arena.apple;\n const ranked = moves.map(m => ({ ...m, distance: routeLength(m.position, target, actor.snake) ?? Infinity }));\n const hasFood = p => Number((arena.foods || []).some(food => same(food, p)));\n ranked.sort((a, b) => a.distance - b.distance || hasFood(b.position) - hasFood(a.position) || Number(b.direction === actor.direction) - Number(a.direction === actor.direction));\n return ranked[0].direction;\n}\n\nexport function buildQuestion(arena) {\n const plans = teamPlans(arena);\n return {\n model: 'jev-1.13.0',\n state: {\n board_size: SIZE,\n apple: arena.apple,\n food_apples: arena.foods || [],\n recent_apple_moves: arena.appleHistory,\n snakes: arena.snakes.map(actor => ({ id: actor.id, head: actor.snake[0], heading: actor.direction, length: actor.snake.length })),\n },\n questions: { plan: {\n type: 'choice',\n instructions: 'Choose a coordinated team plan to catch the human-controlled apple over the next second. Only catching that apple ends the round. Stationary food_apples grow a snake by one segment and respawn; code collects food along equally short routes. Code handles safe pathfinding and updates targets as the player moves. Snakes may cross each other. Prefer interception for sustained apple movement, direct chase at close range, or opposite-side approaches to surround it. Choose the best complete team plan.',\n criteria: Object.fromEntries(Object.entries(plans).map(([name, assignments]) => [name, assignments.map(({ id, tactic }) => ({ snake: id, tactic: TACTIC_LABELS[tactic], target: tacticTarget(arena, tactic) }))])),\n } },\n };\n}\n $('cost').textContent = `$${usage.cost.toFixed(4)}`;\n}\nasync function refreshUsage() {\n try {\n const response = await fetch('/api/usage');\n if (response.ok) recordUsage(await response.json());\n } catch {} // Accounting remains on the server even if the browser is disconnected.\n}\nsetInterval(refreshUsage, 3000);\n\nasync function requestPlan(runEpoch) {\n if (planInFlight || !running || epoch !== runEpoch) return;\n planInFlight = true;\n nextPlanAt = performance.now() + PLAN_INTERVAL;\n const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, foods: state.foods.map(p => ({ ...p })), appleHistory: [...appleHistory] };\n try {\n const response = await fetch('/api/plan', {\n method: 'POST', headers: { 'Content-Type': 'application/json' },\n body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),\n });\n const result = await response.json();\n if (result.usage) recordUsage(result.usage);\n if (!running || epoch !== runEpoch) return;\n if (!response.ok) throw new Error(result.error || 'Jev could not choose a plan.');\n for (const assignment of result.assignments) decisions.set(assignment.id, { ...result, tactic: assignment.tactic });\n showDecision();\n } catch (error) {\n if (!running || epoch !== runEpoch) return;\n running = false; epoch++; runAbort.abort(); badge('Jev disconnected', 'error');\n overlay('Connection lost', 'Snakes paused.', error.name === 'TimeoutError' ? 'Jev took too long to plan. Your timer is paused.' : error.message, 'Retry');\n $('decision').textContent = 'Waiting for a plan.';\n $('decision-note').textContent = 'Resume to get a fresh team plan.';\n $('pause').textContent = 'Resume P';\n } finally {\n planInFlight = false;\n }\n}\nfunction moveSnakes(now) {\n if (now < nextMovementAt) return;\n // Never replay missed steps after a slow frame or a pause.\n nextMovementAt = now + MOVE_INTERVAL;\n for (const actor of state.snakes) {\n const plan = decisions.get(actor.id);\n if (!plan) continue; // New snakes wait for their first model-selected assignment.\n const arena = { ...state, appleHistory };\n plan.closing = plan.closing || same(actor.snake[0], tacticTarget(arena, plan.tactic));\n const direction = chooseLocalMove(arena, actor, plan.closing ? 'chase' : plan.tactic);\n if (!direction) { win(actor); return; }\n const visual = visuals.get(actor.id);\n visual.previous = actor.snake.map(p => ({ ...p }));\n const move = stepArenaSnake(state, actor, direction);\n if (move.collision) { win(actor, true); return; }\n if (!move.valid) continue;\n visual.movedAt = now;\n if (move.ate) { caught(actor); return; }\n }\n}\n\nfunction hop(direction) {\n if (!running || performance.now() - lastHop < 85) return;\n const prev = { ...state.apple };\n if (moveArenaApple(state, direction)) {\n previousApple = prev; appleMovedAt = performance.now(); lastHop = appleMovedAt;\n appleHistory.push(direction); appleHistory = appleHistory.slice(-4);\n }\n}\nconst keyMap = { ArrowUp: 'up', ArrowDown: 'down', ArrowLeft: 'left', ArrowRight: 'right', w: 'up', a: 'left', s: 'down', d: 'right' };\ndocument.addEventListener('keydown', e => {\n if (e.target instanceof HTMLSelectElement) return;\n const key = e.key.length === 1 ? e.key.toLowerCase() : e.key;\n if (keyMap[key]) { e.preventDefault(); if (!e.repeat) hop(keyMap[key]); }\n if (key === 'p' || (e.code === 'Space' && e.target === canvas)) { e.preventDefault(); if (!e.repeat) pause(); }\n});\n$('start').addEventListener('click', start); $('pause').addEventListener('click', pause);\n$('restart').addEventListener('click', () => { if (started) saveBest(); reset(); if (ready) start(); });\ndocument.querySelectorAll('[data-direction]').forEach(button => button.addEventListener('pointerdown', e => { e.preventDefault(); hop(button.dataset.direction); }));\nlet touchStart;\n"}Yes, that’s largely what you’re feeling. I checked the code: they chase your current position every 210 ms, which can look like following your moves with a delay.
The “smarter” behaviors are quite shallow:
I reduced the cost, but overstated how much smarter the snakes would become.
The useful next improvement is planning around your escape routes: one snake pressures you, another heads toward somewhere it can reach before you, and the third blocks another exit. They should commit to those positions briefly instead of shifting their targets with every apple movement.
We can calculate arrival times and possible escapes locally, then let Jev choose between those stronger plans at the same once-per-second rate.
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do u think thats a good idea?
Yes—better local planning is the right next step, especially for three snakes.
I’d start with two concrete changes:
That should make their decisions feel more deliberate without increasing API calls. We should test whether you actually see snakes cutting you off, rather than just making the game harder through speed.
Jev’s value is still something to prove. Local code can handle much of this strategy itself; we should compare its automatic choice against Jev’s choice. If Jev doesn’t make the game more interesting, keeping it in every planning cycle wouldn’t be justified.
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ok go ahead and implement
I’ll add interception based on arrival times and give the snakes distinct roles that they hold briefly. I’ll keep Jev’s planning rate at once per second and test whether the new behavior actually cuts off escape routes.
>rg --files -g AGENTS.md -g '*.mjs' -g '*.html' -g '*.css' -g README.md -g package.json && cat public/game.mjs && cat server.mjs{"chunk_id":"f3e50e","wall_time_seconds":0.000008167,"exit_code":0,"original_token_count":4268,"output":"server.mjs\npackage.json\npublic/app.mjs\npublic/game.mjs\npublic/style.css\npublic/index.html\nREADME.md\ntests/server.test.mjs\ntests/game.test.mjs\nexport const SIZE = 17;\nexport const MAX_SNAKES = 3;\nexport const FOOD_COUNT = 3;\nexport const DIRECTIONS = { up: { x: 0, y: -1 }, right: { x: 1, y: 0 }, down: { x: 0, y: 1 }, left: { x: -1, y: 0 } };\nexport const same = (a, b) => a.x === b.x && a.y === b.y;\nexport const inside = p => p.x >= 0 && p.y >= 0 && p.x < SIZE && p.y < SIZE;\nexport function newGame() {\n return { snake: [{ x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 2, y: 8 }], apple: { x: 12, y: 8 }, direction: 'right' };\n}\nexport function validateState(s) {\n const point = p => p && Number.isInteger(p.x) && Number.isInteger(p.y) && inside(p);\n return Boolean(s && Array.isArray(s.snake) && s.snake.length >= 2 && s.snake.length <= SIZE * SIZE && s.snake.every(point) && new Set(s.snake.map(p => `${p.x},${p.y}`)).size === s.snake.length && point(s.apple) && !s.snake.some(p => same(p, s.apple)) && Object.hasOwn(DIRECTIONS, s.direction) && s.snake.every((p, i) => i === 0 || Math.abs(p.x - s.snake[i-1].x) + Math.abs(p.y - s.snake[i-1].y) === 1));\n}\nexport function legalMoves(state) {\n const head = state.snake[0];\n return Object.entries(DIRECTIONS).flatMap(([direction, d]) => {\n const p = { x: head.x + d.x, y: head.y + d.y };\n const growing = same(p, state.apple) || (state.foods || []).some(food => same(p, food));\n const occupied = growing ? state.snake : state.snake.slice(0, -1);\n if (!inside(p) || occupied.some(b => same(b, p))) return [];\n return [{ direction, position: p }];\n });\n}\nexport function moveApple(state, direction) {\n const d = DIRECTIONS[direction];\n if (!d) return false;\n const p = { x: state.apple.x + d.x, y: state.apple.y + d.y };\n if (!inside(p) || state.snake.some(b => same(b, p))) return false;\n state.apple = p;\n return true;\n}\nexport function stepSnake(state, direction) {\n const move = legalMoves(state).find(m => m.direction === direction);\n if (!move) {\n const d = DIRECTIONS[direction], head = state.snake[0];\n const target = d && { x: head.x + d.x, y: head.y + d.y };\n return { valid: false, ate: false, collision: Boolean(target && state.snake.slice(0, -1).some(p => same(p, target))) };\n }\n const ate = same(move.position, state.apple);\n const ateFood = !ate && (state.foods || []).some(food => same(move.position, food));\n state.snake.unshift(move.position);\n state.direction = direction;\n if (!ate && !ateFood) state.snake.pop();\n if (ate) state.apple = null;\n if (ateFood) state.foods = state.foods.filter(food => !same(move.position, food));\n return { valid: true, ate, ateFood };\n}\nexport function refillFood(arena, random = Math.random) {\n if (arena.caughtBy !== null) return;\n const occupied = new Set([...arena.snakes.flatMap(s => s.snake), arena.apple, ...arena.foods].map(p => `${p.x},${p.y}`));\n const cells = [];\n for (let y = 0; y < SIZE; y++) for (let x = 0; x < SIZE; x++) {\n if (!occupied.has(`${x},${y}`)) cells.push({ x, y });\n }\n while (arena.foods.length < FOOD_COUNT && cells.length) {\n const [food] = cells.splice(Math.floor(random() * cells.length), 1);\n arena.foods.push(food);\n }\n}\nexport function newArena(random = Math.random) {\n const { apple, ...snake } = newGame();\n const arena = { apple, foods: [], snakes: [{ id: 1, ...snake }], nextSpawnAt: 15, caughtBy: null };\n refillFood(arena, random);\n return arena;\n}\nexport function spawnSnake(arena, random = Math.random) {\n if (arena.caughtBy !== null) return null;\n const candidates = [];\n for (let y = 0; y < SIZE; y++) for (let x = 0; x < SIZE; x++) {\n if (Math.abs(x - arena.apple.x) + Math.abs(y - arena.apple.y) < 5) continue;\n for (const [direction, d] of Object.entries(DIRECTIONS)) {\n const snake = Array.from({ length: 4 }, (_, i) => ({ x: x - d.x * i, y: y - d.y * i }));\n const ahead = { x: x + d.x, y: y + d.y };\n if (inside(ahead) && snake.every(p => inside(p) && Math.abs(p.x - arena.apple.x) + Math.abs(p.y - arena.apple.y) >= 3 && !arena.foods.some(food => same(p, food)))) candidates.push({ snake, direction });\n }\n }\n // Prefer an empty spawn, but crossing other snakes is legal even on a crowded board.\n const occupied = new Set(arena.snakes.flatMap(s => s.snake.map(p => `${p.x},${p.y}`)));\n const empty = candidates.filter(s => s.snake.every(p => !occupied.has(`${p.x},${p.y}`)));\n const choices = empty.length ? empty : candidates;\n if (!choices.length) return null;\n const snake = { id: arena.snakes.length + 1, ...choices[Math.floor(random() * choices.length)] };\n arena.snakes.push(snake);\n return snake;\n}\nexport function spawnDueSnakes(arena, elapsed, random = Math.random) {\n const added = [];\n while (arena.snakes.length < MAX_SNAKES && elapsed >= arena.nextSpawnAt) {\n const snake = spawnSnake(arena, random);\n if (!snake) break;\n added.push(snake);\n arena.nextSpawnAt += 10;\n }\n return added;\n}\nexport function moveArenaApple(arena, direction) {\n if (arena.caughtBy !== null) return false;\n const view = { apple: arena.apple, snake: arena.snakes.flatMap(s => s.snake) };\n const moved = moveApple(view, direction);\n arena.apple = view.apple;\n return moved;\n}\nexport function stepArenaSnake(arena, actor, direction, random = Math.random) {\n if (arena.caughtBy !== null) return { valid: false, ate: false };\n const view = { ...actor, apple: arena.apple, foods: arena.foods };\n const result = stepSnake(view, direction);\n actor.direction = view.direction;\n arena.apple = view.apple;\n arena.foods = view.foods;\n if (result.ate) arena.caughtBy = actor.id;\n if (result.ateFood) refillFood(arena, random);\n return result;\n}\nexport const PLAN_LABELS = { chase: 'Chase', intercept: 'Intercept', vertical: 'Top / bottom', horizontal: 'Left / right' };\nexport const TACTIC_LABELS = { chase: 'Chase the apple', intercept: 'Cut ahead', intercept_far: 'Cut further ahead', up: 'Approach from above', down: 'Approach from below', left: 'Approach from the left', right: 'Approach from the right' };\nexport const MOVE_INTERVAL = 210;\nexport const PLAN_INTERVAL = 1000;\n\nexport function validateArena(s) {\n return Boolean(s && Array.isArray(s.snakes) && s.snakes.length >= 1 && s.snakes.length <= MAX_SNAKES &&\n s.snakes.every(actor => actor && Number.isInteger(actor.id) && actor.id >= 1 && actor.id <= MAX_SNAKES && validateState({ ...actor, apple: s.apple })) &&\n new Set(s.snakes.map(actor => actor.id)).size === s.snakes.length &&\n (s.foods === undefined || (Array.isArray(s.foods) && s.foods.length <= FOOD_COUNT &&\n s.foods.every(p => p && Number.isInteger(p.x) && Number.isInteger(p.y) && inside(p) && !s.snakes.some(actor => actor.snake.some(b => same(b, p)))) &&\n new Set(s.foods.map(p => `${p.x},${p.y}`)).size === s.foods.length)) &&\n Array.isArray(s.appleHistory) && s.appleHistory.length <= 4 && s.appleHistory.every(d => Object.hasOwn(DIRECTIONS, d)));\n}\n\nexport function tacticTarget(arena, tactic) {\n const target = { ...arena.apple };\n if (tactic === 'intercept' || tactic === 'intercept_far') {\n const recent = (arena.appleHistory || []).slice(-2);\n // Only project sustained movement; a reversal should not send the team to an old target.\n const d = recent.length === 2 && recent[0] === recent[1] ? DIRECTIONS[recent[1]] : null;\n if (d) { const lead = tactic === 'intercept_far' ? 5 : 3; target.x += d.x * lead; target.y += d.y * lead; }\n } else if (Object.hasOwn(DIRECTIONS, tactic)) {\n target.x += DIRECTIONS[tactic].x * 3; target.y += DIRECTIONS[tactic].y * 3;\n }\n target.x = Math.max(0, Math.min(SIZE - 1, target.x));\n target.y = Math.max(0, Math.min(SIZE - 1, target.y));\n return target;\n}\n\nconst distance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);\nexport function teamPlans(arena) {\n const actors = [...arena.snakes].sort((a, b) => distance(a.snake[0], arena.apple) - distance(b.snake[0], arena.apple) || a.id - b.id);\n const assign = tactics => actors.map((actor, i) => ({ id: actor.id, tactic: tactics[i] }));\n const plans = {\n chase: assign(['chase', 'chase', 'chase']),\n intercept: assign(actors.length === 1 ? ['intercept'] : ['chase', 'intercept', 'intercept_far']),\n };\n if (actors.length > 1) {\n for (const [name, sides] of [['vertical', ['up', 'down']], ['horizontal', ['left', 'right']]]) {\n const followers = actors.slice(1), [a, b] = sides.map(tactic => tacticTarget(arena, tactic));\n const normal = distance(followers[0].snake[0], a) + (followers[1] ? distance(followers[1].snake[0], b) : 0);\n const reverse = distance(followers[0].snake[0], b) + (followers[1] ? distance(followers[1].snake[0], a) : 0);\n plans[name] = assign(['chase', ...(reverse < normal ? [...sides].reverse() : sides)]);\n }\n }\n return plans;\n}\n\n// The model chooses a whole team plan; code handles geometry and each footstep.\nfunction routeLength(start, target, snake) {\n const blocked = new Set(snake.slice(0, -1).map(p => `${p.x},${p.y}`));\n const queue = [[start, 0]], seen = new Set([`${start.x},${start.y}`]);\n for (let i = 0; i < queue.length; i++) {\n const [p, n] = queue[i];\n if (same(p, target)) return n;\n for (const d of Object.values(DIRECTIONS)) {\n const next = { x: p.x + d.x, y: p.y + d.y }, key = `${next.x},${next.y}`;\n if (!inside(next) || blocked.has(key) || seen.has(key)) continue;\n seen.add(key); queue.push([next, n + 1]);\n }\n }\n return null;\n}\nexport function chooseLocalMove(arena, actor, tactic) {\n const view = { ...actor, apple: arena.apple, foods: arena.foods }, moves = legalMoves(view);\n if (moves.length <= 1) return moves[0]?.direction ?? null;\n const catchMove = moves.find(m => same(m.position, arena.apple));\n if (catchMove) return catchMove.direction;\n let target = tacticTarget(arena, tactic);\n // Once a flank is reached, close in; unreachable targets fall back to pursuit.\n if (same(actor.snake[0], target) || routeLength(actor.snake[0], target, actor.snake) === null) target = arena.apple;\n const ranked = moves.map(m => ({ ...m, distance: routeLength(m.position, target, actor.snake) ?? Infinity }));\n const hasFood = p => Number((arena.foods || []).some(food => same(food, p)));\n ranked.sort((a, b) => a.distance - b.distance || hasFood(b.position) - hasFood(a.position) || Number(b.direction === actor.direction) - Number(a.direction === actor.direction));\n return ranked[0].direction;\n}\n\nexport function buildQuestion(arena) {\n const plans = teamPlans(arena);\n return {\n model: 'jev-1.13.0',\n state: {\n board_size: SIZE,\n apple: arena.apple,\n food_apples: arena.foods || [],\n recent_apple_moves: arena.appleHistory,\n snakes: arena.snakes.map(actor => ({ id: actor.id, head: actor.snake[0], heading: actor.direction, length: actor.snake.length })),\n },\n questions: { plan: {\n type: 'choice',\n instructions: 'Choose a coordinated team plan to catch the human-controlled apple over the next second. Only catching that apple ends the round. Stationary food_apples grow a snake by one segment and respawn; code collects food along equally short routes. Code handles safe pathfinding and updates targets as the player moves. Snakes may cross each other. Prefer interception for sustained apple movement, direct chase at close range, or opposite-side approaches to surround it. Choose the best complete team plan.',\n criteria: Object.fromEntries(Object.entries(plans).map(([name, assignments]) => [name, assignments.map(({ id, tactic }) => ({ snake: id, tactic: TACTIC_LABELS[tactic], target: tacticTarget(arena, tactic) }))])),\n } },\n };\n}\nimport http from 'node:http';\nimport { resolve } from 'node:path';\nimport { readFile } from 'node:fs/promises';\nimport { fileURLToPath } from 'node:url';\nimport { buildQuestion, validateArena, teamPlans } from './public/game.mjs';\n\ntry { process.loadEnvFile(fileURLToPath(new URL('.env', import.meta.url))); } catch (error) {\n if (error.code !== 'ENOENT') throw error;\n}\nconst apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nconst port = Number(process.env.PORT || 3000);\nconst files = new Map([\n ['/', ['index.html', 'text/html']],\n ['/style.css', ['style.css', 'text/css']],\n ['/app.mjs', ['app.mjs', 'text/javascript']],\n ['/game.mjs', ['game.mjs', 'text/javascript']],\n ['/favicon.svg', ['favicon.svg', 'image/svg+xml']],\n]);\nfunction json(res, status, body) {\n res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nexport function createGameServer({ key = apiKey, upstreamFetch = fetch } = {}) {\n let pending = 0;\n // Process-wide accounting includes responses whose browser request was cancelled.\n const usage = { requests: 0, responses: 0, inputTokens: 0 };\n const telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\n return http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(key), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!key) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n try {\n for await (const chunk of req) {\n buffer += chunk;\n if (buffer.length > 20000) return json(res, 413, { error: 'Request too large.' });\n }\n const state = JSON.parse(buffer);\n if (!validateArena(state)) return json(res, 400, { error: 'Invalid board.' });\n const plans = teamPlans(state);\n if (pending >= 6) return json(res, 429, { error: 'Too many active plans. Retry in a moment.' });\n pending++;\n const started = performance.now();\n try {\n usage.requests++;\n const response = await upstreamFetch('https://api.typesafe.ai/v1/systemone', {\n method: 'POST',\n headers: { Authorization: `Bearer ${key}`, 'Content-Type': 'application/json' },\n body: JSON.stringify(buildQuestion(state)),\n signal: AbortSignal.timeout(5000),\n });\n if (!response.ok) {\n const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\n return json(res, 502, { error: messages[response.status] || `Jev returned HTTP ${response.status}.` });\n }\n const data = await response.json();\n usage.responses++;\n if (Number.isFinite(data.usage?.input_tokens) && data.usage.input_tokens >= 0) usage.inputTokens += data.usage.input_tokens;\n const answer = data.answers?.plan;\n if (!answer || answer.type !== 'choice' || !Object.hasOwn(plans, answer.choice) ||\n !Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||\n !answer.probabilities || !Object.keys(plans).every(name => Number.isFinite(answer.probabilities[name]) && answer.probabilities[name] >= 0 && answer.probabilities[name] <= 1)) {\n return json(res, 502, { error: 'Jev returned an invalid plan. Try again.' });\n }\n return json(res, 200, { plan: answer.choice, assignments: plans[answer.choice], confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), usage: telemetry(), model: data.model });\n } finally { pending--; }\n } catch (error) {\n return json(res, error instanceof SyntaxError ? 400 : 502, { error: error instanceof SyntaxError ? 'Invalid request.' : 'Could not reach Jev. Retry when your connection is back.' });\n }\n }\n if (req.method === 'GET' && files.has(path)) {\n try {\n const [filename, type] = files.get(path);\n const data = await readFile(new URL(`public/${filename}`, import.meta.url));\n res.writeHead(200, { 'Content-Type': `${type}; charset=utf-8`, 'Cache-Control': 'no-cache' });\n return res.end(data);\n } catch { return json(res, 500, { error: 'Could not load the game.' }); }\n }\n json(res, 404, { error: 'Not found.' });\n });\n}\nif (process.argv[1] && resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {\n createGameServer().listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\n}\n"}>cat tests/game.test.mjs tests/server.test.mjs
sed -n '1,150p' public/app.mjs
cat README.md
cat package.json
for p in /AGENTS.md /Users/AGENTS.md /Users/sahaj/AGENTS.md /Users/sahaj/Desktop/AGENTS.md /Users/sahaj/Desktop/dev/AGENTS.md /Users/sahaj/Desktop/dev/program/AGENTS.md; do if [ -f "$p" ]; then cat "$p"; fi; done{"chunk_id":"7e291b","wall_time_seconds":0.000008125,"exit_code":0,"original_token_count":6778,"output":"import test from 'node:test';\nimport assert from 'node:assert/strict';\nimport { newGame, validateState, moveApple, legalMoves, stepSnake, buildQuestion, MAX_SNAKES, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake, validateArena, teamPlans, tacticTarget, chooseLocalMove, TACTIC_LABELS, inside, FOOD_COUNT, refillFood, same } from '../public/game.mjs';\n\ntest('apple hops one square and cannot enter the snake or leave the board', () => {\n const s = newGame(); assert.equal(moveApple(s, 'up'), true); assert.deepEqual(s.apple, { x: 12, y: 7 });\n s.apple = { x: 6, y: 8 }; assert.equal(moveApple(s, 'left'), false);\n s.apple = { x: 0, y: 0 }; assert.equal(moveApple(s, 'up'), false);\n});\ntest('catching the apple removes it without a respawn', () => {\n const s = newGame(); s.apple = { x: 6, y: 8 };\n const result = stepSnake(s, 'right');\n assert.equal(result.ate, true); assert.equal(s.snake.length, 5);\n assert.equal(s.apple, null);\n});\ntest('body and walls prohibit moves but the vacating tail is legal', () => {\n const s = { snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }], apple: { x: 5, y: 5 }, direction: 'left' };\n assert.deepEqual(legalMoves(s).map(m => m.direction), ['down']);\n assert.equal(stepSnake(s, 'right').valid, false);\n assert.equal(stepSnake(s, 'down').valid, true);\n});\ntest('trapping the head produces no legal moves', () => {\n const s = { snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }, { x: 0, y: 2 }], apple: { x: 9, y: 9 }, direction: 'left' };\n assert.equal(legalMoves(s).length, 0);\n});\ntest('one Jev question covers all snakes without sending their bodies', () => {\n const arena = newArena(() => .99); spawnDueSnakes(arena, 25, () => .5); arena.appleHistory = ['up', 'up'];\n const request = buildQuestion(arena);\n assert.deepEqual(Object.keys(request.questions), ['plan']);\n assert.equal(request.questions.plan.type, 'choice');\n assert.equal(request.state.snakes.length, 3);\n assert.ok(request.state.snakes.every(s => !Object.hasOwn(s, 'snake')));\n for (const assignments of Object.values(request.questions.plan.criteria)) {\n assert.equal(new Set(assignments.map(a => a.snake)).size, 3);\n assert.ok(assignments.every(a => inside(a.target)));\n }\n});\ntest('coordinated flanks retain a chaser and assign opposite sides', () => {\n const arena = newArena(() => .99); spawnDueSnakes(arena, 25, () => .5);\n const plans = teamPlans(arena);\n assert.deepEqual(plans.vertical.map(a => a.tactic).sort(), ['chase', 'down', 'up']);\n assert.deepEqual(plans.horizontal.map(a => a.tactic).sort(), ['chase', 'left', 'right']);\n assert.deepEqual(Object.keys(teamPlans(newArena(() => .99))), ['chase', 'intercept']);\n});\ntest('interception responds to sustained movement, reversals and board edges', () => {\n const arena = { ...newArena(() => .99), appleHistory: ['right', 'right'] };\n assert.deepEqual(tacticTarget(arena, 'intercept'), { x: 15, y: 8 });\n assert.deepEqual(tacticTarget(arena, 'intercept_far'), { x: 16, y: 8 });\n arena.appleHistory = ['right', 'left'];\n assert.deepEqual(tacticTarget(arena, 'intercept'), arena.apple);\n for (const apple of [{ x: 0, y: 0 }, { x: 16, y: 16 }]) {\n arena.apple = apple;\n for (const tactic of Object.keys(TACTIC_LABELS)) assert.ok(inside(tacticTarget(arena, tactic)));\n }\n});\ntest('local movement follows targets, takes catches and handles forced or trapped moves', () => {\n const arena = newArena(() => .99), actor = arena.snakes[0];\n assert.equal(chooseLocalMove(arena, actor, 'chase'), 'right');\n arena.apple = { x: 5, y: 6 };\n assert.equal(chooseLocalMove(arena, actor, 'chase'), 'up');\n assert.equal(chooseLocalMove(arena, actor, 'down'), 'down');\n arena.apple = { x: 6, y: 8 };\n assert.equal(chooseLocalMove(arena, actor, 'up'), 'right');\n actor.snake = [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }]; actor.direction = 'left';\n assert.equal(chooseLocalMove(arena, actor, 'intercept'), 'down');\n actor.snake.push({ x: 0, y: 2 });\n assert.equal(chooseLocalMove(arena, actor, 'chase'), null);\n});\ntest('arena validation rejects duplicate IDs, missing snakes and malformed history', () => {\n const arena = { ...newArena(() => .99), appleHistory: [] };\n assert.equal(validateArena(arena), true);\n assert.equal(validateArena({ ...arena, snakes: [] }), false);\n assert.equal(validateArena({ ...arena, snakes: [arena.snakes[0], arena.snakes[0]] }), false);\n assert.equal(validateArena({ ...arena, snakes: [null] }), false);\n assert.equal(validateArena({ ...arena, appleHistory: ['__proto__'] }), false);\n assert.equal(validateArena({ ...arena, appleHistory: Array(5).fill('up') }), false);\n});\ntest('rejects malformed board state', () => {\n assert.equal(validateState(newGame()), true);\n assert.equal(validateState({ ...newGame(), direction: '__proto__' }), false);\n assert.equal(validateState({ ...newGame(), snake: [{ x: 0, y: 0 }, { x: 2, y: 0 }] }), false);\n});\n\ntest('difficulty spawns at 15s and 25s, caps at three, and resets with a new round', () => {\n const arena = newArena(() => .99);\n assert.equal(spawnDueSnakes(arena, 14.99).length, 0);\n assert.equal(spawnDueSnakes(arena, 15, () => .2).length, 1);\n assert.equal(spawnDueSnakes(arena, 24.99).length, 0);\n assert.equal(spawnDueSnakes(arena, 25, () => .8).length, 1);\n assert.equal(spawnDueSnakes(arena, 1000).length, 0);\n assert.equal(arena.snakes.length, MAX_SNAKES);\n assert.deepEqual(arena.snakes.map(s => s.id), [1, 2, 3]);\n assert.equal(newArena(() => .99).snakes.length, 1);\n assert.equal(newArena(() => .99).nextSpawnAt, 15);\n});\n\ntest('random spawns are valid and give the apple room to react, including at edges', () => {\n for (const apple of [{ x: 0, y: 0 }, { x: 16, y: 16 }, { x: 8, y: 8 }]) {\n for (const random of [0, .1, .5, .99999]) {\n const arena = newArena(() => .99); arena.apple = apple;\n const [actor] = spawnDueSnakes(arena, 15, () => random);\n assert.equal(validateState({ ...actor, apple }), true);\n assert.ok(actor.snake.every(p => Math.abs(p.x - apple.x) + Math.abs(p.y - apple.y) >= 3));\n assert.ok(legalMoves({ ...actor, apple }).some(m => m.direction === actor.direction));\n }\n }\n});\n\ntest('snakes pass through another snake body or head without ending the round', () => {\n for (const other of [\n [{ x: 6, y: 7 }, { x: 6, y: 8 }, { x: 6, y: 9 }, { x: 6, y: 10 }],\n [{ x: 6, y: 8 }, { x: 6, y: 9 }, { x: 6, y: 10 }, { x: 6, y: 11 }],\n ]) {\n const arena = newArena(() => .99);\n arena.snakes.push({ id: 2, snake: other, direction: 'up' });\n const result = stepArenaSnake(arena, arena.snakes[0], 'right');\n assert.equal(result.valid, true);\n assert.ok(!result.collision);\n assert.deepEqual(arena.snakes[0].snake[0], { x: 6, y: 8 });\n assert.deepEqual(arena.snakes[1].snake, other);\n }\n});\n\ntest('own-body collision is terminal and does not mutate the snake', () => {\n const arena = newArena(() => .99), actor = arena.snakes[0];\n const before = structuredClone(actor.snake);\n const result = stepArenaSnake(arena, actor, 'left');\n assert.equal(result.valid, false);\n assert.equal(result.collision, true);\n assert.deepEqual(actor.snake, before);\n});\n\ntest('a catch by any of three snakes ends the round and blocks movement and spawns', () => {\n for (let index = 0; index < 3; index++) {\n const arena = newArena(() => .99); spawnDueSnakes(arena, 25, () => .5);\n const actor = arena.snakes[index];\n actor.snake = [{ x: 5, y: 8 }, { x: 4, y: 8 }, { x: 3, y: 8 }, { x: 2, y: 8 }];\n arena.apple = { x: 6, y: 8 };\n const result = stepArenaSnake(arena, actor, 'right');\n assert.equal(result.ate, true);\n assert.equal(arena.caughtBy, actor.id);\n assert.equal(arena.apple, null);\n const frozen = structuredClone(arena);\n for (const snake of arena.snakes) assert.equal(stepArenaSnake(arena, snake, 'right').valid, false);\n assert.equal(moveArenaApple(arena, 'up'), false);\n assert.deepEqual(spawnDueSnakes(arena, 100), []);\n assert.deepEqual(arena, frozen);\n }\n const arena = newArena(() => .99); arena.apple = { x: 6, y: 8 };\n stepArenaSnake(arena, arena.snakes[0], 'right');\n assert.deepEqual(spawnDueSnakes(arena, 25), []);\n assert.equal(arena.snakes.length, 1);\n const fresh = newArena(() => .99);\n assert.equal(fresh.caughtBy, null);\n assert.equal(fresh.snakes.length, 1);\n assert.equal(fresh.nextSpawnAt, 15);\n assert.deepEqual(fresh.apple, { x: 12, y: 8 });\n});\n\ntest('apple movement avoids every snake', () => {\n const arena = newArena(() => .99); spawnDueSnakes(arena, 15, () => .5);\n arena.snakes[1].snake = [{ x: 10, y: 10 }, { x: 10, y: 11 }, { x: 10, y: 12 }, { x: 10, y: 13 }];\n arena.apple = { x: 9, y: 10 };\n assert.equal(moveArenaApple(arena, 'right'), false);\n});\n\ntest('food spawns and refills only on distinct empty squares', () => {\n for (const random of [() => 0, () => .5, () => .9999]) {\n const arena = newArena(random);\n spawnDueSnakes(arena, 25, random);\n arena.foods = []; refillFood(arena, random);\n assert.equal(arena.foods.length, FOOD_COUNT);\n assert.equal(new Set(arena.foods.map(p => `${p.x},${p.y}`)).size, FOOD_COUNT);\n assert.ok(arena.foods.every(p => inside(p) && !same(p, arena.apple) && !arena.snakes.some(s => s.snake.some(b => same(b, p)))));\n assert.equal(validateArena({ ...arena, appleHistory: [] }), true);\n }\n});\n\ntest('eating food grows only that snake, replaces food and keeps the round active', () => {\n const arena = newArena(() => .99); spawnDueSnakes(arena, 15, () => .5);\n arena.foods = [{ x: 6, y: 8 }, { x: 0, y: 0 }, { x: 16, y: 0 }];\n const player = { ...arena.apple }, other = structuredClone(arena.snakes[1]);\n const result = stepArenaSnake(arena, arena.snakes[0], 'right', () => .1);\n assert.equal(result.ateFood, true); assert.equal(result.ate, false);\n assert.equal(arena.snakes[0].snake.length, 5);\n assert.deepEqual(arena.snakes[1], other);\n assert.deepEqual(arena.apple, player);\n assert.equal(arena.caughtBy, null); assert.equal(arena.nextSpawnAt, 25);\n assert.equal(arena.foods.length, FOOD_COUNT);\n assert.ok(!arena.foods.some(p => same(p, { x: 6, y: 8 })));\n assert.ok(arena.foods.every(p => !arena.snakes.some(s => s.snake.some(b => same(b, p)))));\n assert.equal(stepArenaSnake(arena, arena.snakes[0], 'right').valid, true);\n assert.equal(arena.snakes[0].snake.length, 5);\n});\n\ntest('food does not block the player, and a catch takes priority over food', () => {\n const arena = newArena(() => .99);\n arena.foods = [{ x: 11, y: 8 }];\n assert.equal(moveArenaApple(arena, 'left'), true);\n assert.deepEqual(arena.foods, [{ x: 11, y: 8 }]);\n arena.snakes[0].snake = [{ x: 10, y: 8 }, { x: 9, y: 8 }, { x: 8, y: 8 }, { x: 7, y: 8 }];\n const result = stepArenaSnake(arena, arena.snakes[0], 'right');\n assert.equal(result.ate, true); assert.equal(result.ateFood, false);\n assert.equal(arena.caughtBy, 1); assert.equal(arena.apple, null);\n assert.equal(arena.foods.length, 1);\n});\n\ntest('food can never grow a snake into its own tail and planning prefers food on tied routes', () => {\n const state = { snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }], direction: 'left', apple: { x: 8, y: 8 }, foods: [{ x: 0, y: 1 }] };\n assert.equal(legalMoves(state).length, 0);\n const arena = newArena(() => .99); arena.apple = { x: 7, y: 6 }; arena.foods = [{ x: 5, y: 7 }];\n assert.equal(chooseLocalMove(arena, arena.snakes[0], 'chase'), 'up');\n assert.deepEqual(buildQuestion({ ...arena, appleHistory: [] }).state.food_apples, arena.foods);\n});\n\ntest('food validation rejects invalid locations and refill handles a full board', () => {\n const arena = { ...newArena(() => .99), appleHistory: [] };\n for (const foods of [[null], [{ x: -1, y: 0 }], [{ x: 0, y: 0 }, { x: 0, y: 0 }], [arena.snakes[0].snake[0]], Array(4).fill({ x: 0, y: 0 })]) {\n assert.equal(validateArena({ ...arena, foods }), false);\n }\n arena.snakes[0].snake = Array.from({ length: 17 * 17 }, (_, i) => ({ x: i % 17, y: Math.floor(i / 17) }));\n arena.foods = []; refillFood(arena);\n assert.deepEqual(arena.foods, []);\n});\nimport test from 'node:test';\nimport assert from 'node:assert/strict';\nimport { once } from 'node:events';\nimport { createGameServer } from '../server.mjs';\nimport { newArena, spawnDueSnakes } from '../public/game.mjs';\n\nasync function fixture(t, upstreamFetch) {\n const server = createGameServer({ key: 'test-key', upstreamFetch });\n server.listen(0, '127.0.0.1');\n await once(server, 'listening');\n t.after(() => { server.closeAllConnections(); server.close(); });\n return `http://127.0.0.1:${server.address().port}`;\n}\nconst snapshot = () => ({ ...newArena(), appleHistory: [] });\nconst send = (base, state, signal) => fetch(`${base}/api/plan`, { method: 'POST', body: JSON.stringify(state), signal });\nfunction answer(body, choice = 'chase') {\n const options = Object.keys(body.questions.plan.criteria);\n return Response.json({ model: body.model, usage: { input_tokens: 600 }, answers: { plan: { type: 'choice', choice, confidence: 1, probabilities: Object.fromEntries(options.map(option => [option, Number(option === choice)])) } } });\n}\n\ntest('one upstream call returns coordinated assignments for all three snakes', async t => {\n let requests = 0;\n const base = await fixture(t, async (_url, options) => { requests++; return answer(JSON.parse(options.body), 'vertical'); });\n const arena = snapshot(); spawnDueSnakes(arena, 25, () => .5);\n const response = await send(base, arena), result = await response.json();\n assert.equal(response.status, 200);\n assert.equal(requests, 1);\n assert.equal(result.assignments.length, 3);\n assert.deepEqual(result.assignments.map(a => a.tactic).sort(), ['chase', 'down', 'up']);\n assert.equal(result.usage.inputTokens, 600);\n assert.equal(result.usage.cost, 600 / 1e6 * .042);\n});\ntest('malformed states are rejected before making paid requests', async t => {\n const base = await fixture(t, () => { assert.fail('Must not call upstream'); });\n for (const snakes of [[], [null], [snapshot().snakes[0], snapshot().snakes[0]]]) assert.equal((await send(base, { ...snapshot(), snakes })).status, 400);\n});\ntest('invalid model choices are rejected while their token usage is counted', async t => {\n const base = await fixture(t, async (_url, options) => answer(JSON.parse(options.body), 'invalid'));\n assert.equal((await send(base, snapshot())).status, 502);\n const usage = await (await fetch(`${base}/api/usage`)).json();\n assert.equal(usage.inputTokens, 600);\n});\ntest('browser cancellation does not lose completed upstream token usage', async t => {\n let started, finish;\n const ready = new Promise(resolve => { started = resolve; });\n const base = await fixture(t, async (_url, options) => {\n started();\n await new Promise(resolve => { finish = resolve; });\n return answer(JSON.parse(options.body));\n });\n const controller = new AbortController();\n const pending = send(base, snapshot(), controller.signal);\n const rejected = assert.rejects(pending, { name: 'AbortError' });\n await ready; controller.abort(); await rejected; finish();\n let usage;\n for (let i = 0; i < 30; i++) {\n usage = await (await fetch(`${base}/api/usage`)).json();\n if (usage.responses) break;\n await new Promise(resolve => setTimeout(resolve, 10));\n }\n assert.equal(usage.requests, 1);\n assert.equal(usage.inputTokens, 600);\n});\nimport { SIZE, MAX_SNAKES, DIRECTIONS, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake, chooseLocalMove, PLAN_LABELS, TACTIC_LABELS, MOVE_INTERVAL, PLAN_INTERVAL, tacticTarget, same } from './game.mjs';\n\nconst $ = id => document.getElementById(id);\nconst canvas = $('board'), ctx = canvas.getContext('2d');\nlet state = newArena(), previousApple = { ...state.apple };\nconst visuals = new Map(), decisions = new Map();\nlet nextMovementAt = 0, planInFlight = false, nextPlanAt = 0;\nlet runAbort = new AbortController();\nlet appleMovedAt = 0, running = false, started = false, finished = false, ready = false;\nlet epoch = 0, elapsed = 0, catches = 0, calls = 0, tokens = 0, lastFrame = performance.now(), lastHop = 0;\nlet appleHistory = [], best = 0, popupTimer;\ntry { best = Number(localStorage.getItem('apple-vs-jev-survival-best')) || 0; } catch {}\n$('best').textContent = `${best.toFixed(1)}s`;\n\nfor (const direction of Object.keys(PLAN_LABELS)) {\n const row = document.createElement('div'); row.className = 'prob-row'; row.id = `prob-${direction}`;\n const label = document.createElement('span'); label.textContent = PLAN_LABELS[direction];\n const track = document.createElement('div'); track.className = 'track';\n const fill = document.createElement('div'); fill.className = 'fill'; fill.style.width = '0%'; track.append(fill);\n const value = document.createElement('span'); value.textContent = '—'; row.append(label, track, value);\n $('probabilities').append(row);\n}\nfunction registerSnake(actor) {\n visuals.set(actor.id, { previous: actor.snake.map(p => ({ ...p })), movedAt: 0 });\n const option = document.createElement('option');\n option.value = String(actor.id); option.textContent = `Snake ${actor.id}`;\n $('snake-select').append(option);\n $('snake-count').textContent = String(state.snakes.length);\n}\nfunction showDecision() {\n const id = Number($('snake-select').value), result = decisions.get(id);\n $('decision').textContent = result ? TACTIC_LABELS[result.tactic] : 'Waiting to move.';\n $('decision-note').textContent = result ? `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence` : 'Jev plans. Snakes follow between updates.';\n $('latency').textContent = result ? `${result.latency} ms` : '—';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`), probability = result?.probabilities?.[direction];\n row.classList.toggle('picked', direction === result?.plan);\n row.children[1].firstChild.style.width = `${(probability || 0) * 100}%`;\n row.lastChild.textContent = probability === undefined ? '—' : `${Math.round(probability * 100)}%`;\n }\n}\nfunction announce(message) {\n $('catch-pop').textContent = message;\n $('catch-pop').classList.add('show'); clearTimeout(popupTimer);\n popupTimer = setTimeout(() => $('catch-pop').classList.remove('show'), 1100);\n}\n$('snake-select').addEventListener('change', showDecision);\nstate.snakes.forEach(registerSnake);\nfunction badge(label, kind) {\n const el = $('connection'); el.className = `live-badge ${kind}`;\n el.replaceChildren(document.createElement('span'), document.createTextNode(label));\n}\nasync function checkConnection() {\n $('start').disabled = true;\n try {\n const response = await fetch('/api/status');\n if (!response.ok) throw new Error('Server unavailable.');\n const result = await response.json(); ready = result.configured;\n refreshUsage();\n badge(ready ? 'Jev ready' : 'Key needed', ready ? 'ready' : 'error');\n $('setup-hint').textContent = ready ? 'Arrow keys / WASD' : 'Add JEV_API_KEY to .env and restart the server.';\n $('start').disabled = !ready;\n } catch {\n badge('Server offline', 'error');\n $('setup-hint').textContent = 'Start the local server with npm start, then reload.';\n }\n}\nfunction overlay(tag, title, copy, button, hint = '') {\n $('overlay-tag').textContent = tag; $('overlay-title').textContent = title;\n $('overlay-copy').textContent = copy;\n $('start').textContent = button;\n $('setup-hint').textContent = hint; $('overlay').hidden = false;\n}\nfunction saveBest() {\n if (elapsed > best) {\n best = elapsed; $('best').textContent = `${best.toFixed(1)}s`;\n try { localStorage.setItem('apple-vs-jev-survival-best', String(best)); } catch {}\n }\n}\nfunction reset() {\n epoch++; running = false; started = false; finished = false;\n runAbort.abort(); state = newArena(); previousApple = { ...state.apple };\n visuals.clear(); decisions.clear(); $('snake-select').replaceChildren(); state.snakes.forEach(registerSnake);\n elapsed = 0; catches = 0; appleHistory = []; lastHop = 0;\n $('catches').textContent = '0'; $('next-snake').textContent = 'Next snake in 15s';\n showDecision();\n $('decision').textContent = 'Waiting to start.';\n $('decision-note').textContent = 'Jev plans. Snakes follow between updates.';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`); row.classList.remove('picked'); row.children[1].firstChild.style.width = '0%'; row.lastChild.textContent = '—';\n }\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n}\nfunction start() {\n if (!ready || running) return;\n if (finished) reset();\n runAbort.abort(); runAbort = new AbortController();\n running = true; started = true; epoch++;\n $('overlay').hidden = true; $('pause').disabled = false;\n $('pause').replaceChildren(document.createTextNode('Pause '), Object.assign(document.createElement('span'), { className: 'key', textContent: 'P' }));\n canvas.focus({ preventScroll: true });\n badge('Jev live', 'ready');\n decisions.clear(); showDecision();\n nextMovementAt = performance.now() + MOVE_INTERVAL;\n requestPlan(epoch);\n}\nfunction pause() {\n if (!started || finished) return;\n if (!running) { start(); return; }\n running = false; epoch++; runAbort.abort();\n badge('Paused', '');\n overlay('Paused', 'Take your time.', 'The snakes and your timer are paused.', 'Resume');\n $('pause').textContent = 'Resume P';\n}\nfunction win(actor, collision = false) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n $('pause').disabled = true; badge('You win', 'ready');\n overlay('You win', collision ? 'Snake hit itself.' : 'Snake trapped.', `Snake ${actor.id} ${collision ? 'hit its own body' : 'ran out of safe moves'}. Round time: ${elapsed.toFixed(1)} seconds.`, 'Play again');\n}\nfunction caught(actor) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n catches++; $('catches').textContent = String(catches);\n $('pause').disabled = true; badge('Game over', '');\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n overlay('Game over', 'You got caught.', `Snake ${actor.id} caught you after ${elapsed.toFixed(1)} seconds. Continue to start a new round with one snake.`, 'Continue');\n}\nfunction recordUsage(usage) {\n calls = usage.requests; tokens = usage.inputTokens;\n $('calls').textContent = String(calls);\n $('cost').textContent = `$${usage.cost.toFixed(4)}`;\n}\nasync function refreshUsage() {\n try {\n const response = await fetch('/api/usage');\n if (response.ok) recordUsage(await response.json());\n } catch {} // Accounting remains on the server even if the browser is disconnected.\n}\nsetInterval(refreshUsage, 3000);\n\nasync function requestPlan(runEpoch) {\n if (planInFlight || !running || epoch !== runEpoch) return;\n planInFlight = true;\n nextPlanAt = performance.now() + PLAN_INTERVAL;\n const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, foods: state.foods.map(p => ({ ...p })), appleHistory: [...appleHistory] };\n try {\n const response = await fetch('/api/plan', {\n method: 'POST', headers: { 'Content-Type': 'application/json' },\n body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),\n });\n const result = await response.json();\n# Apple vs. Jev\n\nA browser snake game with the roles reversed: you move the apple; TypeSafe's Jev directs the snakes as a team.\n\n## Run\n\nRequires Node.js 22+. No packages to install.\n\n1. Add `JEV_API_KEY=[REDACTED] to `.env` (or use `TYPESAFE_API_KEY`).\n2. Run `npm start`.\n3. Open **http://localhost:3000** and press **Play**.\n\nArrow keys / WASD move the apple one square per keypress. Touch users can swipe the board or use the directional buttons. P pauses. You control the green apple with a red stem. Three red food apples spawn on random empty squares; eating one grows that snake by one segment and replaces the food elsewhere. Food does not block your movement or end the round. Getting caught by any snake ends the round immediately. Continue starts a fresh round with one snake and a reset timer. A second snake spawns at 15 seconds of active play, then a third at 25 seconds (maximum three). Pause freezes the round timer and difficulty. Snakes can pass through each other, but they must avoid their own bodies. Trapping any snake ends the round with a win. Restart resets to one snake. Personal best survives reloads on this browser.\n\n## How it works\n\nJev chooses one coordinated team plan about once per second: direct pursuit, interception, or approaches from opposite sides. One request covers all active snakes. The server sends a compact summary of the apple, recent apple movements, snake heads/headings/lengths, food locations, and candidate team assignments; full snake bodies stay local.\n\nThe browser executes the assigned tactics with local shortest-path movement every 210 ms. Targets follow the apple, interception projects sustained movement, and legal-move checks prevent wall/body collisions. Forced moves and immediate catches are handled locally. Equally short routes favor eating food along the way. A snake reaching its approach target closes in on the apple. New snakes wait for their first assignment. Only one planning request is in flight per browser; a slow response does not stop movement under the last plan. API failures pause the round with a retry button. Resume clears old plans and requests a fresh one. Background tabs pause to avoid unnecessary calls.\n\nThe inspector shows the selected snake's tactic, the team-plan probabilities/confidence, and planning latency. Requests and estimated input-token cost are counted on the server, across all tabs/rounds until the server restarts. Completed upstream responses are counted even if the browser cancels its request. Cost uses reported input tokens at $0.042/M; upstream timeouts or failures without usage cannot be accounted for precisely. The UI refreshes these counters every three seconds.\n\nAt three snakes, the request ceiling falls from about 14.3 requests/second to one team request/second (about 93% fewer requests during uninterrupted play). Token savings depend on the size of the new team prompt. Pause/resume and fresh rounds can trigger additional initial plans.\n\nThe key stays in the local server's environment and is not served to the browser. Only synthetic game state is sent to TypeSafe. The server binds to localhost; this is a local demo, not a hardened public API. Public hosting would need shared spend limits and abuse protection.\n\n## Checks\n\n`npm test` runs the game-rule, planning, API validation, and cancellation-accounting tests. `node --check server.mjs` checks server syntax. No build step is required.\n{\n \"name\": \"apple-vs-jev\",\n \"version\": \"1.0.0\",\n \"private\": true,\n \"type\": \"module\",\n \"scripts\": {\n \"start\": \"node server.mjs\",\n \"dev\": \"node --watch server.mjs\",\n \"test\": \"node --test tests/*.test.mjs\"\n },\n \"engines\": { \"node\": \">=22\" }\n}\n"}The current “intercept” target is just an offset from the apple. I’m replacing it with reachable cutoff squares, using your recent movement speed to estimate whether a snake can arrive first. Those targets will stay fixed for a short time, so turning won’t immediately drag every snake behind you.
>cat > /tmp/jev-planning-tail.txt <<'JS'
export const PLAN_LABELS = { chase: 'Contain', intercept: 'Intercept', vertical: 'Top / bottom', horizontal: 'Left / right' };
export const TACTIC_LABELS = { chase: 'Keep pressure', intercept: 'Cut off the route', guard: 'Guard an escape' };
export const MOVE_INTERVAL = 210;
export const PLAN_INTERVAL = 1000;
export const COMMIT_INTERVAL = 1500;
const keyOf = p => `${p.x},${p.y}`;
const distance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);
export function validateArena(s) {
return Boolean(s && Array.isArray(s.snakes) && s.snakes.length >= 1 && s.snakes.length <= MAX_SNAKES &&
s.snakes.every(actor => actor && Number.isInteger(actor.id) && actor.id >= 1 && actor.id <= MAX_SNAKES && validateState({ ...actor, apple: s.apple })) &&
new Set(s.snakes.map(actor => actor.id)).size === s.snakes.length &&
(s.foods === undefined || (Array.isArray(s.foods) && s.foods.length <= FOOD_COUNT &&
s.foods.every(p => p && Number.isInteger(p.x) && Number.isInteger(p.y) && inside(p) && !s.snakes.some(actor => actor.snake.some(b => same(b, p)))) &&
new Set(s.foods.map(keyOf)).size === s.foods.length)) &&
(s.appleMotion === undefined || (s.appleMotion && Number.isFinite(s.appleMotion.stepMs) && s.appleMotion.stepMs >= 85 && s.appleMotion.stepMs <= 600 && Number.isFinite(s.appleMotion.idleMs) && s.appleMotion.idleMs >= 0 && s.appleMotion.idleMs <= 10000)) &&
Array.isArray(s.appleHistory) && s.appleHistory.length <= 4 && s.appleHistory.every(d => Object.hasOwn(DIRECTIONS, d)));
}
// Active-play timestamps exclude pauses. Old inputs stop influencing interception.
export function appleMotion(times, now) {
const intervals = times.slice(1).map((t, i) => t - times[i]).filter(ms => ms >= 85 && ms <= 600).sort((a, b) => a - b);
return { stepMs: intervals.length ? Math.round(intervals[Math.floor(intervals.length / 2)]) : MOVE_INTERVAL,
idleMs: times.length ? Math.min(10000, Math.max(0, Math.round(now - times.at(-1)))) : 10000 };
}
function distanceMap(start, blocked) {
const distances = new Map([[keyOf(start), 0]]), queue = [start];
for (let i = 0; i < queue.length; i++) {
const p = queue[i], nextDistance = distances.get(keyOf(p)) + 1;
for (const d of Object.values(DIRECTIONS)) {
const next = { x: p.x + d.x, y: p.y + d.y }, key = keyOf(next);
if (!inside(next) || blocked.has(key) || distances.has(key)) continue;
distances.set(key, nextDistance); queue.push(next);
}
}
return distances;
}
function snakeDistances(actor) {
return distanceMap(actor.snake[0], new Set(actor.snake.slice(0, -1).map(keyOf)));
}
function routeLength(start, target, snake) {
return distanceMap(start, new Set(snake.slice(0, -1).map(keyOf))).get(keyOf(target)) ?? Infinity;
}
// Explore straight runs and plausible turns, not just the last direction pressed.
export function escapeRoutes(arena) {
const motion = arena.appleMotion || { stepMs: MOVE_INTERVAL, idleMs: arena.appleHistory?.length ? 0 : 10000 };
const history = motion.idleMs <= Math.max(500, motion.stepMs * 3) ? arena.appleHistory || [] : [];
const last = history.at(-1), recent = history.slice(-2);
const blocked = new Set(arena.snakes.flatMap(s => s.snake).map(keyOf));
const horizon = Math.min(12, Math.floor(COMMIT_INTERVAL / motion.stepMs));
const routes = [];
for (const [direction, d] of Object.entries(DIRECTIONS)) {
const first = { x: arena.apple.x + d.x, y: arena.apple.y + d.y };
if (!inside(first) || blocked.has(keyOf(first))) continue;
const weight = direction === last ? (recent[0] === last && recent.length === 2 ? 4 : 2) : 1;
for (const turnAt of [Infinity, 2, 4]) {
const turns = turnAt === Infinity ? [direction] : Object.keys(DIRECTIONS).filter(name => DIRECTIONS[name].x * d.x + DIRECTIONS[name].y * d.y === 0);
for (const turn of turns) {
let p = arena.apple;
const cells = [];
for (let step = 1; step <= horizon; step++) {
const delta = DIRECTIONS[step > turnAt ? turn : direction];
const next = { x: p.x + delta.x, y: p.y + delta.y };
if (!inside(next) || blocked.has(keyOf(next))) break;
cells.push({ ...next, appleEtaMs: Math.max(0, step * motion.stepMs - Math.min(motion.idleMs, motion.stepMs)) }); p = next;
}
if (cells.length) routes.push({ direction, weight: weight * (turnAt === Infinity ? 1 : .45), cells });
}
}
}
return routes;
}
export function interceptionCandidates(arena, actor, routes = escapeRoutes(arena)) {
const distances = snakeDistances(actor), candidates = new Map();
for (const route of routes) for (const cell of route.cells) {
const steps = distances.get(keyOf(cell));
if (steps === undefined) continue;
// Include one movement tick of reaction time for the plan's trip through Jev.
const snakeEtaMs = (steps + 1) * MOVE_INTERVAL;
if (snakeEtaMs > cell.appleEtaMs || snakeEtaMs > COMMIT_INTERVAL) continue;
const key = `${route.direction}:${keyOf(cell)}`, existing = candidates.get(key);
if (existing) { existing.weight += route.weight; continue; }
candidates.set(key, { target: { x: cell.x, y: cell.y }, escapeDirection: route.direction,
snakeEtaMs, appleEtaMs: cell.appleEtaMs, marginMs: cell.appleEtaMs - snakeEtaMs, weight: route.weight });
}
return [...candidates.values()];
}
export function teamPlans(arena) {
const routes = escapeRoutes(arena);
const actors = [...arena.snakes].sort((a, b) => (snakeDistances(a).get(keyOf(arena.apple)) ?? Infinity) - (snakeDistances(b).get(keyOf(arena.apple)) ?? Infinity) || a.id - b.id);
const candidates = new Map(actors.map(actor => [actor.id, interceptionCandidates(arena, actor, routes)]));
const pressure = actor => ({ id: actor.id, tactic: 'chase', target: { ...arena.apple }, snakeEtaMs: (snakeDistances(actor).get(keyOf(arena.apple)) ?? SIZE * SIZE) * MOVE_INTERVAL });
function assign(style) {
if (actors.length === 1 && style === 'chase') return [pressure(actors[0])];
const leader = actors.length > 1 ? actors[0] : null;
const followers = leader ? actors.slice(1) : actors;
let best = { score: -Infinity, assignments: [] };
function search(index, chosen, usedDirections, usedTargets, score) {
if (index === followers.length) { if (score > best.score) best = { score, assignments: chosen }; return; }
const actor = followers[index];
search(index + 1, [...chosen, pressure(actor)], usedDirections, usedTargets, score);
const options = candidates.get(actor.id).map(candidate => {
const axisBonus = (style === 'vertical' && ['up', 'down'].includes(candidate.escapeDirection)) || (style === 'horizontal' && ['left', 'right'].includes(candidate.escapeDirection)) ? 5 : 0;
const value = 10 + Math.min(candidate.weight, 10) * (style === 'intercept' ? 3 : 1) + axisBonus + Math.min(candidate.marginMs, 400) / 200 - candidate.snakeEtaMs / 1000;
return { ...candidate, value };
}).sort((a, b) => b.value - a.value).slice(0, 24);
for (const c of options) {
if (usedDirections.has(c.escapeDirection) || usedTargets.has(keyOf(c.target))) continue;
const assignment = { id: actor.id, tactic: style === 'intercept' ? 'intercept' : 'guard', target: c.target, escapeDirection: c.escapeDirection,
snakeEtaMs: c.snakeEtaMs, appleEtaMs: c.appleEtaMs, marginMs: c.marginMs };
search(index + 1, [...chosen, assignment], new Set([...usedDirections, c.escapeDirection]), new Set([...usedTargets, keyOf(c.target)]), score + c.value);
}
}
search(0, [], new Set(), new Set(), 0);
return [...(leader ? [pressure(leader)] : []), ...best.assignments];
}
const plans = { chase: assign('chase'), intercept: assign('intercept') };
if (actors.length > 1) { plans.vertical = assign('vertical'); plans.horizontal = assign('horizontal'); }
return plans;
}
// A deterministic baseline for comparing Jev's selections using the same candidates.
export function recommendPlan(plans) {
return Object.entries(plans).sort(([, a], [, b]) => planScore(b) - planScore(a))[0][0];
}
function planScore(assignments) {
return assignments.reduce((score, a) => score + (a.tactic === 'chase' ? 0 : 10 + Math.min(a.marginMs, 400) / 200), 0);
}
export function tacticTarget(arena, assignment) {
return assignment && typeof assignment === 'object' && assignment.tactic !== 'chase' ? assignment.target : arena.apple;
}
export function chooseLocalMove(arena, actor, assignment = { tactic: 'chase' }) {
const moves = legalMoves({ ...actor, apple: arena.apple, foods: arena.foods });
if (!moves.length) return null;
const catchMove = moves.find(m => same(m.position, arena.apple));
if (catchMove) return catchMove.direction;
let target = tacticTarget(arena, assignment);
// An ambusher occupies the cutoff square rather than orbiting it or resuming chase.
if (typeof assignment === 'object' && assignment.tactic !== 'chase' && same(actor.snake[0], target)) return 'wait';
if (moves.length === 1) return moves[0].direction;
if (!target || routeLength(actor.snake[0], target, actor.snake) === Infinity) target = arena.apple;
const ranked = moves.map(m => ({ ...m, distance: routeLength(m.position, target, actor.snake) }));
const hasFood = p => Number((arena.foods || []).some(food => same(food, p)));
ranked.sort((a, b) => a.distance - b.distance || hasFood(b.position) - hasFood(a.position) || Number(b.direction === actor.direction) - Number(a.direction === actor.direction));
return ranked[0].direction;
}
// Apply the whole team together. Fresh proposals wait for the current short commitment.
// Expiry is anchored to the request snapshot, so latency never extends stale targets.
export function acceptTeamPlan(current, proposed, now) {
if (!proposed || proposed.expiresAt <= now || (current && current.expiresAt > now)) return current;
return proposed;
}
export function buildQuestion(arena, plans = teamPlans(arena)) {
return {
model: 'jev-1.13.0',
state: {
board_size: SIZE,
apple: arena.apple,
apple_motion: arena.appleMotion || { stepMs: MOVE_INTERVAL, idleMs: 10000 },
food_apples: arena.foods || [],
recent_apple_moves: arena.appleHistory,
snakes: arena.snakes.map(actor => ({ id: actor.id, head: actor.snake[0], heading: actor.direction, length: actor.snake.length })),
},
questions: { plan: {
type: 'choice',
instructions: 'Choose a team plan to catch the human-controlled apple. Code has checked routes and arrival times: cutoff snakes can reach their fixed target before the player along a plausible escape route, based on observed speed. One snake pressures the player; others guard distinct exits when feasible. Prefer covering likely escape directions with positive arrival margins. Targets stay fixed briefly; an early snake waits there. Predictions are estimates, not guarantees. Food grows snakes; only catching the player ends the round. Snakes may cross each other.',
criteria: Object.fromEntries(Object.entries(plans).map(([name, assignments]) => [name, assignments.map(a => ({ snake: a.id, role: a.tactic, target: a.target,
...(a.escapeDirection ? { escape: a.escapeDirection, snake_ms: a.snakeEtaMs, player_ms: a.appleEtaMs } : {}) }))])),
} },
};
}
JS
python3 - <<'PY'
p='public/game.mjs'; s=open(p).read(); s=s[:s.index('export const PLAN_LABELS')]+open('/tmp/jev-planning-tail.txt').read(); open(p,'w').write(s)
p='server.mjs'; s=open(p).read().replace('buildQuestion, validateArena, teamPlans', 'buildQuestion, validateArena, teamPlans, COMMIT_INTERVAL, recommendPlan').replace('JSON.stringify(buildQuestion(state))', 'JSON.stringify(buildQuestion(state, plans))').replace('plan: answer.choice, assignments:', 'plan: answer.choice, localRecommendation: recommendPlan(plans), commitMs: COMMIT_INTERVAL, assignments:'); open(p,'w').write(s)
p='public/app.mjs'; s=open(p).read().replace('PLAN_INTERVAL, tacticTarget, same', 'PLAN_INTERVAL, COMMIT_INTERVAL, appleMotion, acceptTeamPlan'); s=s.replace('let nextMovementAt = 0, planInFlight = false, nextPlanAt = 0;', 'let nextMovementAt = 0, planInFlight = false, nextPlanAt = 0;\nlet currentTeamPlan = null, proposedTeamPlan = null;\nlet appleMoveTimes = [];'); s=s.replace(' elapsed = 0; catches = 0; appleHistory = []; lastHop = 0;', ' elapsed = 0; catches = 0; appleHistory = []; appleMoveTimes = []; lastHop = 0;\n currentTeamPlan = null; proposedTeamPlan = null;'); s=s.replace(' decisions.clear(); showDecision();', ' currentTeamPlan = null; proposedTeamPlan = null;\n decisions.clear(); showDecision();'); s=s.replace(' nextPlanAt = performance.now() + PLAN_INTERVAL;', ' const requestedAt = performance.now();\n nextPlanAt = requestedAt + PLAN_INTERVAL;'); s=s.replace('appleHistory: [...appleHistory] };', 'appleHistory: [...appleHistory], appleMotion: appleMotion(appleMoveTimes, elapsed * 1000) };'); s=s.replace(' for (const assignment of result.assignments) decisions.set(assignment.id, { ...result, tactic: assignment.tactic });\n showDecision();', ''' proposedTeamPlan = { ...result, expiresAt: requestedAt + (result.commitMs || COMMIT_INTERVAL) };
applyTeamPlan(performance.now());'''); a=s.index('function moveSnakes(now)'); s=s[:a]+'''function applyTeamPlan(now) {
const accepted = acceptTeamPlan(currentTeamPlan, proposedTeamPlan, now);
if (accepted === currentTeamPlan) return;
currentTeamPlan = accepted; proposedTeamPlan = null;
decisions.clear();
for (const assignment of accepted.assignments) decisions.set(assignment.id, { ...accepted, ...assignment });
showDecision();
}
'''+s[a:]; s=s.replace(' if (now < nextMovementAt) return;', ' applyTeamPlan(now);\n if (now < nextMovementAt) return;'); s=s.replace(' const arena = { ...state, appleHistory };\n plan.closing = plan.closing || same(actor.snake[0], tacticTarget(arena, plan.tactic));\n const direction = chooseLocalMove(arena, actor, plan.closing ? \'chase\' : plan.tactic);', ''' const assignment = now < plan.expiresAt ? plan : { tactic: 'chase' };
const direction = chooseLocalMove(state, actor, assignment);
if (direction === 'wait') continue;'''); s=s.replace(' appleHistory.push(direction); appleHistory = appleHistory.slice(-4);', ' appleHistory.push(direction); appleHistory = appleHistory.slice(-4);\n appleMoveTimes.push(elapsed * 1000); appleMoveTimes = appleMoveTimes.slice(-5);'); s=s.replace("$('decision-note').textContent = result ? `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence`", "$('decision-note').textContent = result ? `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence${result.escapeDirection ? ` · Covering ${result.escapeDirection}` : ''}`"); open(p,'w').write(s)
PY
node --check public/game.mjs
node --check public/app.mjs{"chunk_id":"f30130","wall_time_seconds":0.133207375,"exit_code":0,"original_token_count":0,"output":""}The new planner now checks several possible escape routes and assigns different ones to the supporting snakes. A snake that arrives early can wait at its cutoff square. If it can’t reach a cutoff in time, it keeps chasing rather than taking an unhelpful detour.
>python3 - <<'PY'
p='tests/game.test.mjs'; s=open(p).read(); a=s.index("test('coordinated flanks"); b=s.index("test('arena validation",a); s=s[:a]+'''test('local movement follows fixed targets, takes catches and handles forced or trapped moves', () => {
const arena = newArena(() => .99), actor = arena.snakes[0];
assert.equal(chooseLocalMove(arena, actor, 'chase'), 'right');
arena.apple = { x: 5, y: 6 };
assert.equal(chooseLocalMove(arena, actor, 'chase'), 'up');
assert.equal(chooseLocalMove(arena, actor, { tactic: 'guard', target: { x: 5, y: 10 } }), 'down');
arena.apple = { x: 6, y: 8 };
assert.equal(chooseLocalMove(arena, actor, { tactic: 'guard', target: { x: 5, y: 10 } }), 'right');
actor.snake = [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }]; actor.direction = 'left';
assert.equal(chooseLocalMove(arena, actor, { tactic: 'guard', target: { x: 5, y: 10 } }), 'down');
actor.snake.push({ x: 0, y: 2 });
assert.equal(chooseLocalMove(arena, actor, 'chase'), null);
});
'''+s[b:]; s=s.replace('teamPlans, tacticTarget, chooseLocalMove, TACTIC_LABELS, inside', 'teamPlans, chooseLocalMove, inside'); open(p,'w').write(s)
p='tests/server.test.mjs'; s=open(p).read().replace(" assert.deepEqual(result.assignments.map(a => a.tactic).sort(), ['chase', 'down', 'up']);", " assert.equal(new Set(result.assignments.map(a => a.id)).size, 3);\n assert.ok(result.assignments.every(a => a.target && ['chase', 'guard', 'intercept'].includes(a.tactic)));\n assert.equal(result.commitMs, 1500);\n assert.ok(result.localRecommendation);"); open(p,'w').write(s)
PY
cat > tests/planning.test.mjs <<'JS'
import test from 'node:test';
import assert from 'node:assert/strict';
import { appleMotion, escapeRoutes, interceptionCandidates, teamPlans, recommendPlan, chooseLocalMove, tacticTarget, acceptTeamPlan, MOVE_INTERVAL, COMMIT_INTERVAL, validateArena, stepArenaSnake } from '../public/game.mjs';
export function scenario(stepMs = 210) {
return { apple: { x: 8, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs, idleMs: 0 }, snakes: [
{ id: 1, direction: 'right', snake: [6, 5, 4, 3].map(x => ({ x, y: 8 })) },
{ id: 2, direction: 'down', snake: [6, 5, 4, 3].map(y => ({ x: 11, y })) },
{ id: 3, direction: 'up', snake: [12, 13, 14, 15].map(y => ({ x: 8, y })) },
] };
}
test('measured movement speed excludes pauses and expires stale direction evidence', () => {
assert.deepEqual(appleMotion([100, 260, 420, 580], 630), { stepMs: 160, idleMs: 50 });
assert.equal(appleMotion([0, 200, 3000, 3200], 3300).stepMs, 200);
assert.equal(appleMotion([], 500).idleMs, 10000);
const arena = scenario();
assert.ok(escapeRoutes(arena).find(r => r.direction === 'right').weight > escapeRoutes(arena).find(r => r.direction === 'up').weight);
arena.appleMotion.idleMs = 2000;
assert.equal(escapeRoutes(arena).find(r => r.direction === 'right').weight, escapeRoutes(arena).find(r => r.direction === 'up').weight);
});
test('interception requires reachable arrival before the player and accounts for speed', () => {
const arena = scenario(), actor = arena.snakes[1];
const slow = interceptionCandidates(arena, actor).filter(c => c.escapeDirection === 'right');
assert.ok(slow.some(c => c.target.x === 11 && c.target.y === 8));
assert.ok(slow.every(c => c.snakeEtaMs <= c.appleEtaMs && c.snakeEtaMs <= COMMIT_INTERVAL));
arena.appleMotion.stepMs = 85;
const fast = interceptionCandidates(arena, actor).filter(c => c.escapeDirection === 'right');
assert.ok(!fast.some(c => c.target.x === 11 && c.target.y === 8), 'Cannot beat the faster apple to the same crossing');
});
test('one pressure snake and two different escape routes replace a following pack', () => {
const arena = scenario();
for (const assignments of Object.values(teamPlans(arena))) {
assert.equal(assignments.filter(a => a.tactic === 'chase').length, 1);
const cutoffs = assignments.filter(a => a.tactic !== 'chase');
assert.equal(new Set(cutoffs.map(a => a.escapeDirection)).size, 2);
assert.equal(new Set(cutoffs.map(a => JSON.stringify(a.target))).size, 2);
assert.ok(cutoffs.every(a => a.marginMs >= 0));
}
assert.ok(teamPlans(arena)[recommendPlan(teamPlans(arena))]);
});
test('cutoff targets stay fixed when the apple turns; pressure follows the apple', () => {
const arena = scenario(), plans = teamPlans(arena);
const cutoff = plans.intercept.find(a => a.tactic === 'intercept'), before = { ...cutoff.target };
arena.apple = { x: 7, y: 7 }; arena.appleHistory = ['up', 'left'];
assert.deepEqual(tacticTarget(arena, cutoff), before);
assert.deepEqual(tacticTarget(arena, { tactic: 'chase' }), arena.apple);
});
test('an early arrival holds the cutoff but takes an immediate catch', () => {
const arena = scenario(), actor = arena.snakes[1];
const assignment = { tactic: 'guard', target: { x: 11, y: 8 } };
assert.equal(chooseLocalMove(arena, actor, assignment), 'down');
stepArenaSnake(arena, actor, 'down'); stepArenaSnake(arena, actor, 'down');
assert.equal(chooseLocalMove(arena, actor, assignment), 'wait');
arena.apple = { x: 10, y: 8 };
assert.equal(chooseLocalMove(arena, actor, assignment), 'left');
});
test('plans commit together, queued proposals take over on expiry, stale responses are rejected', () => {
const first = { expiresAt: 1500, assignments: teamPlans(scenario()).intercept };
const next = { expiresAt: 2500, assignments: teamPlans(scenario()).vertical };
assert.equal(acceptTeamPlan(null, first, 200), first);
assert.equal(acceptTeamPlan(first, next, 1200), first);
assert.equal(acceptTeamPlan(first, next, 1500), next);
assert.equal(acceptTeamPlan(first, next, 2600), first);
assert.equal(acceptTeamPlan(null, first, 1600), null);
});
test('walls and own-body barriers rule out impossible interception', () => {
const arena = scenario(); arena.apple = { x: 16, y: 0 };
assert.ok(escapeRoutes(arena).every(r => !['up', 'right'].includes(r.direction)));
const actor = { id: 1, direction: 'left', snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }, { x: 0, y: 2 }] };
assert.equal(interceptionCandidates(arena, actor).length, 0);
});
test('invalid speed telemetry is rejected before planning', () => {
for (const appleMotion of [null, { stepMs: 0, idleMs: 0 }, { stepMs: 210, idleMs: -1 }, { stepMs: 1e10, idleMs: 0 }]) assert.equal(validateArena({ ...scenario(), appleMotion }), false);
assert.equal(validateArena(scenario()), true);
});
JS
npm test{"chunk_id":"7c3225","wall_time_seconds":0.438604041,"exit_code":0,"original_token_count":1625,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 1.849916\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.262417\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.167708\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.065792\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 20.423875\n type: 'test'\n ...\n# Subtest: local movement follows fixed targets, takes catches and handles forced or trapped moves\nok 6 - local movement follows fixed targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 1.835959\n type: 'test'\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 7 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.382292\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 8 - rejects malformed board state\n ---\n duration_ms: 0.073833\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 9 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 3.435459\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 10 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 13.279208\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 11 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.37075\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 12 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.41775\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 13 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 6.997042\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 14 - apple movement avoids every snake\n ---\n duration_ms: 1.120542\n type: 'test'\n ...\n# Subtest: food spawns and refills only on distinct empty squares\nok 15 - food spawns and refills only on distinct empty squares\n ---\n duration_ms: 5.560333\n type: 'test'\n ...\n# Subtest: eating food grows only that snake, replaces food and keeps the round active\nok 16 - eating food grows only that snake, replaces food and keeps the round active\n ---\n duration_ms: 1.368625\n type: 'test'\n ...\n# Subtest: food does not block the player, and a catch takes priority over food\nok 17 - food does not block the player, and a catch takes priority over food\n ---\n duration_ms: 0.14075\n type: 'test'\n ...\n# Subtest: food can never grow a snake into its own tail and planning prefers food on tied routes\nok 18 - food can never grow a snake into its own tail and planning prefers food on tied routes\n ---\n duration_ms: 1.043667\n type: 'test'\n ...\n# Subtest: food validation rejects invalid locations and refill handles a full board\nok 19 - food validation rejects invalid locations and refill handles a full board\n ---\n duration_ms: 0.26625\n type: 'test'\n ...\n# Subtest: measured movement speed excludes pauses and expires stale direction evidence\nok 20 - measured movement speed excludes pauses and expires stale direction evidence\n ---\n duration_ms: 1.724209\n type: 'test'\n ...\n# Subtest: interception requires reachable arrival before the player and accounts for speed\nok 21 - interception requires reachable arrival before the player and accounts for speed\n ---\n duration_ms: 1.835917\n type: 'test'\n ...\n# Subtest: one pressure snake and two different escape routes replace a following pack\nok 22 - one pressure snake and two different escape routes replace a following pack\n ---\n duration_ms: 19.442167\n type: 'test'\n ...\n# Subtest: cutoff targets stay fixed when the apple turns; pressure follows the apple\nok 23 - cutoff targets stay fixed when the apple turns; pressure follows the apple\n ---\n duration_ms: 5.927208\n type: 'test'\n ...\n# Subtest: an early arrival holds the cutoff but takes an immediate catch\nok 24 - an early arrival holds the cutoff but takes an immediate catch\n ---\n duration_ms: 0.969959\n type: 'test'\n ...\n# Subtest: plans commit together, queued proposals take over on expiry, stale responses are rejected\nok 25 - plans commit together, queued proposals take over on expiry, stale responses are rejected\n ---\n duration_ms: 10.829792\n type: 'test'\n ...\n# Subtest: walls and own-body barriers rule out impossible interception\nok 26 - walls and own-body barriers rule out impossible interception\n ---\n duration_ms: 0.151792\n type: 'test'\n ...\n# Subtest: invalid speed telemetry is rejected before planning\nok 27 - invalid speed telemetry is rejected before planning\n ---\n duration_ms: 0.341417\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 28 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 40.252917\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 29 - malformed states are rejected before making paid requests\n ---\n duration_ms: 9.285084\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 30 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 4.983833\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 31 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 5.692375\n type: 'test'\n ...\n1..31\n# tests 31\n# suites 0\n# pass 31\n# fail 0\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 160.424709\n"}>python3 - <<'PY'
p='public/game.mjs'; s=open(p).read().replace(" (s.appleMotion === undefined ||", " (s.planDelayMs === undefined || (Number.isFinite(s.planDelayMs) && s.planDelayMs >= MOVE_INTERVAL && s.planDelayMs <= COMMIT_INTERVAL)) &&\n (s.appleMotion === undefined ||"); s=s.replace('const snakeEtaMs = (steps + 1) * MOVE_INTERVAL;', 'const snakeEtaMs = steps * MOVE_INTERVAL + (arena.planDelayMs ?? MOVE_INTERVAL);'); s=s.replace(' }).sort((a, b) => b.value - a.value).slice(0, 24);', ''' }).sort((a, b) => b.value - a.value);
const perDirection = new Map();
const shortlist = options.filter(c => {
const count = perDirection.get(c.escapeDirection) || 0;
perDirection.set(c.escapeDirection, count + 1);
return count < 6;
});''').replace(' for (const c of options) {', ' for (const c of shortlist) {'); open(p,'w').write(s)
p='public/app.mjs'; s=open(p).read().replace('appleMotion: appleMotion(appleMoveTimes, elapsed * 1000) };', 'appleMotion: appleMotion(appleMoveTimes, elapsed * 1000), planDelayMs: Math.min(COMMIT_INTERVAL, Math.max(MOVE_INTERVAL, currentTeamPlan ? currentTeamPlan.expiresAt - requestedAt : 0, currentTeamPlan?.latency || 0)) };'); open(p,'w').write(s)
p='README.md'; s=open(p).read(); a=s.index('Jev chooses one coordinated'); b=s.index('\nThe inspector shows',a); s=s[:a]+'''Jev chooses a team plan about once per second. Local code first explores straight escape routes and possible turns, measures the player's recent movement speed, and compares snake path lengths against estimated player arrival times. Cutoff targets are offered only when the snake can arrive in time, allowing for a movement tick of response latency or a longer outstanding commitment. The nearest snake applies pressure; supporting snakes cover different escape directions and different target squares when feasible. If no cutoff is reachable, they pursue instead.
The browser executes those plans every 210 ms. Cutoff targets stay fixed for a short commitment (up to 1.5 seconds from the request snapshot), and a snake arriving early waits on its target. The team switches assignments together; a newer response can queue until the current commitment ends. Expired or blocked assignments fall back to pursuit, and immediate catches take priority. Predictions use the player's recent speed and possible paths, not knowledge of their future inputs. Snake speeds and spawn times are unchanged.
One request covers all active snakes, including compact candidate targets and arrival estimates; full snake bodies stay local. Forced moves and pathfinding need no API calls. Equally short routes favor food. New snakes wait for their first assignment. Slow responses leave the current plan running until it expires, after which snakes pursue locally. API failures pause the round with a retry button. Resume requests a fresh plan, and background tabs pause.
'''+s[b:]; s=s.replace('game-rule, planning, API validation, and cancellation-accounting tests.', 'game-rule, interception timing, distinct roles, commitment, API validation, and cancellation-accounting tests.'); open(p,'w').write(s)
PY
mkdir -p scripts
cat > scripts/compare-planners.mjs <<'JS'
// Deterministic short scenarios, not a claim about human enjoyment or win rates.
// npm run compare-planners -- --jev adds one paid Jev request per scenario.
import { once } from 'node:events';
import { createGameServer } from '../server.mjs';
import { teamPlans, recommendPlan, chooseLocalMove, moveArenaApple, stepArenaSnake, MOVE_INTERVAL, COMMIT_INTERVAL } from '../public/game.mjs';
const initial = {
apple: { x: 8, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs: 210, idleMs: 0 },
snakes: [
{ id: 1, direction: 'right', snake: [6, 5, 4, 3].map(x => ({ x, y: 8 })) },
{ id: 2, direction: 'down', snake: [6, 5, 4, 3].map(y => ({ x: 11, y })) },
{ id: 3, direction: 'up', snake: [12, 13, 14, 15].map(y => ({ x: 8, y })) },
],
};
function rollout(start, assignments, moves) {
const arena = structuredClone(start);
let blockedHops = 0, hops = 0, holds = 0;
for (let ms = 0; ms <= COMMIT_INTERVAL; ms += 5) {
if (ms > 0 && ms % start.appleMotion.stepMs === 0) {
if (!moveArenaApple(arena, moves[hops++ % moves.length])) blockedHops++;
}
// Same one-tick reaction allowance as the candidate arrival estimates.
if (ms >= MOVE_INTERVAL * 2 && ms % MOVE_INTERVAL === 0) {
for (const actor of arena.snakes) {
const direction = chooseLocalMove(arena, actor, assignments.find(a => a.id === actor.id));
if (direction === 'wait') { holds++; continue; }
if (!direction) return { caught: false, trapped: true, atMs: ms, blockedHops, holds };
stepArenaSnake(arena, actor, direction, () => .9);
if (arena.caughtBy !== null) return { caught: true, atMs: ms, blockedHops, holds };
}
}
}
return { caught: false, atMs: COMMIT_INTERVAL, blockedHops, holds };
}
const withJev = process.argv.includes('--jev');
let server, base;
if (withJev) {
server = createGameServer(); server.listen(0, '127.0.0.1'); await once(server, 'listening');
base = `http://127.0.0.1:${server.address().port}`;
}
try {
const results = [];
for (const [name, stepMs, moves] of [
['straight', 210, ['right']], ['fast', 100, ['right']],
['turn', 210, ['right', 'right', 'up', 'up']], ['reverse', 210, ['left']],
]) {
const arena = structuredClone(initial); arena.appleMotion.stepMs = stepMs;
const plans = teamPlans(arena), local = recommendPlan(plans);
const policies = [['pursuit', arena.snakes.map(s => ({ id: s.id, tactic: 'chase' })), 'chase'], ['local', plans[local], local]];
if (withJev) {
const response = await fetch(`${base}/api/plan`, { method: 'POST', body: JSON.stringify(arena) });
const result = await response.json();
if (!response.ok) throw Error(result.error);
policies.push(['jev', result.assignments, result.plan]);
}
for (const [policy, assignments, plan] of policies) results.push({ scenario: name, policy, plan,
coveredDirections: assignments.filter(a => a.escapeDirection).map(a => a.escapeDirection).join(', '), ...rollout(arena, assignments, moves) });
}
console.table(results);
console.log('Scripted 1.5-second scenarios; these do not establish which controller is more fun or stronger against humans.');
} finally { if (server) { server.closeAllConnections(); server.close(); } }
JS
node -e 'const fs=require("fs");const p=JSON.parse(fs.readFileSync("package.json"));p.scripts["compare-planners"]="node scripts/compare-planners.mjs";fs.writeFileSync("package.json",JSON.stringify(p,null,2)+"\n");'
node scripts/compare-planners.mjs --jev{"chunk_id":"c41137","wall_time_seconds":0.711045875,"exit_code":0,"original_token_count":697,"output":"┌─────────┬────────────┬───────────┬──────────────┬───────────────────┬────────┬──────┬─────────────┬───────┐\n│ (index) │ scenario │ policy │ plan │ coveredDirections │ caught │ atMs │ blockedHops │ holds │\n├─────────┼────────────┼───────────┼──────────────┼───────────────────┼────────┼──────┼─────────────┼───────┤\n│ 0 │ 'straight' │ 'pursuit' │ 'chase' │ '' │ true │ 630 │ 0 │ 0 │\n│ 1 │ 'straight' │ 'local' │ 'vertical' │ 'down, up' │ false │ 1500 │ 0 │ 10 │\n│ 2 │ 'straight' │ 'jev' │ 'horizontal' │ 'down, right' │ true │ 630 │ 0 │ 0 │\n│ 3 │ 'fast' │ 'pursuit' │ 'chase' │ '' │ false │ 1500 │ 7 │ 0 │\n│ 4 │ 'fast' │ 'local' │ 'chase' │ 'right' │ false │ 1500 │ 7 │ 5 │\n│ 5 │ 'fast' │ 'jev' │ 'horizontal' │ 'right' │ false │ 1500 │ 7 │ 5 │\n│ 6 │ 'turn' │ 'pursuit' │ 'chase' │ '' │ true │ 630 │ 0 │ 0 │\n│ 7 │ 'turn' │ 'local' │ 'vertical' │ 'down, up' │ true │ 630 │ 0 │ 0 │\n│ 8 │ 'turn' │ 'jev' │ 'horizontal' │ 'down, right' │ true │ 630 │ 0 │ 0 │\n│ 9 │ 'reverse' │ 'pursuit' │ 'chase' │ '' │ true │ 420 │ 1 │ 0 │\n│ 10 │ 'reverse' │ 'local' │ 'vertical' │ 'down, up' │ true │ 420 │ 1 │ 0 │\n│ 11 │ 'reverse' │ 'jev' │ 'vertical' │ 'down, up' │ true │ 420 │ 1 │ 0 │\n└─────────┴────────────┴───────────┴──────────────┴───────────────────┴────────┴──────┴─────────────┴───────┘\nScripted 1.5-second scenarios; these do not establish which controller is more fun or stronger against humans.\n"}>node --input-type=module <<'JS'
import {teamPlans,chooseLocalMove,stepArenaSnake,moveArenaApple} from './public/game.mjs';
const initial={apple:{x:5,y:8},foods:[],caughtBy:null,appleHistory:['right','right'],appleMotion:{stepMs:210,idleMs:0},snakes:[{id:1,direction:'left',snake:[12,13,14,15].map(x=>({x,y:4}))}]};
const plans=teamPlans(initial);console.log(plans);
for(const [name,assignment] of [['pursuit',{tactic:'chase'}],['intercept',plans.intercept[0]]]){
const a=structuredClone(initial);const positions=[];
for(let tick=1;tick<=7;tick++) { moveArenaApple(a,'right');if(tick>=2){ const move=chooseLocalMove(a,a.snakes[0],assignment); if(move!=='wait'&&move)stepArenaSnake(a,a.snakes[0],move); } positions.push(a.snakes[0].snake[0]);if(a.caughtBy)break; }
console.log(name,{caught:a.caughtBy,positions});
}
JS{"chunk_id":"1812cb","wall_time_seconds":0.000007334,"exit_code":0,"original_token_count":159,"output":"{\n chase: [ { id: 1, tactic: 'chase', target: [Object], snakeEtaMs: 2310 } ],\n intercept: [\n {\n id: 1,\n tactic: 'intercept',\n target: [Object],\n escapeDirection: 'right',\n snakeEtaMs: 1050,\n appleEtaMs: 1470,\n marginMs: 420\n }\n ]\n}\npursuit {\n caught: null,\n positions: [\n { x: 12, y: 4 },\n { x: 11, y: 4 },\n { x: 10, y: 4 },\n { x: 9, y: 4 },\n { x: 9, y: 5 },\n { x: 9, y: 6 },\n { x: 9, y: 7 }\n ]\n}\nintercept {\n caught: 1,\n positions: [\n { x: 12, y: 4 },\n { x: 12, y: 5 },\n { x: 12, y: 6 },\n { x: 12, y: 7 },\n { x: 12, y: 8 },\n { x: 11, y: 8 }\n ]\n}\n"}>python3 - <<'PY'
p='public/game.mjs'; s=open(p).read().replace('snakeEtaMs: c.snakeEtaMs, appleEtaMs: c.appleEtaMs, marginMs: c.marginMs };', 'snakeEtaMs: c.snakeEtaMs, appleEtaMs: c.appleEtaMs, marginMs: c.marginMs, routeWeight: c.weight };').replace("10 + Math.min(a.marginMs, 400) / 200", "10 + Math.min(a.routeWeight || 0, 10) * 2 + Math.min(a.marginMs, 400) / 200"); open(p,'w').write(s)
p='public/app.mjs'; s=open(p).read().replace(" applyTeamPlan(performance.now());", " if (!currentTeamPlan && proposedTeamPlan.expiresAt <= performance.now()) throw new Error('Jev’s first plan arrived too late. Retry to get a fresh plan.');\n applyTeamPlan(performance.now());"); open(p,'w').write(s)
p='tests/planning.test.mjs'; s=open(p).read().replace('validateArena, stepArenaSnake', 'validateArena, stepArenaSnake, moveArenaApple'); s += '''\ntest('an off-axis snake cuts across and catches a running apple that pure pursuit misses', () => {
const start = { apple: { x: 5, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs: 210, idleMs: 0 },
snakes: [{ id: 1, direction: 'left', snake: [12, 13, 14, 15].map(x => ({ x, y: 4 })) }] };
const assignment = teamPlans(start).intercept[0];
assert.equal(assignment.tactic, 'intercept');
const outcomes = [];
for (const plan of [{ tactic: 'chase' }, assignment]) {
const arena = structuredClone(start);
for (let tick = 1; tick <= 7 && !arena.caughtBy; tick++) {
moveArenaApple(arena, 'right');
if (tick < 2) continue;
const move = chooseLocalMove(arena, arena.snakes[0], plan);
if (move && move !== 'wait') stepArenaSnake(arena, arena.snakes[0], move);
}
outcomes.push(arena.caughtBy);
}
assert.deepEqual(outcomes, [null, 1]);
});
test('queued plan timing excludes cutoffs that cannot be reached after the commitment', () => {
const arena = scenario(); arena.planDelayMs = 630;
const candidates = interceptionCandidates(arena, arena.snakes[1]);
assert.ok(!candidates.some(c => c.escapeDirection === 'right' && c.target.x === 11 && c.target.y === 8));
});
'''; open(p,'w').write(s)
p='scripts/compare-planners.mjs'; s=open(p).read().replace("['straight', 210, ['right']],", "['off-axis', 210, ['right']], ['straight', 210, ['right']],"); s=s.replace(' const plans = teamPlans(arena), local = recommendPlan(plans);', " if (name === 'off-axis') { arena.apple = { x: 5, y: 8 }; arena.snakes = [{ id: 1, direction: 'left', snake: [12, 13, 14, 15].map(x => ({ x, y: 4 })) }]; }\n const plans = teamPlans(arena), local = recommendPlan(plans);"); open(p,'w').write(s)
p='README.md'; s=open(p).read()+'''\n`npm run compare-planners` compares pursuit against the local selector in five fixed, short scenarios. `npm run compare-planners -- --jev` also makes five paid requests to compare Jev's selections using the same candidate plans. It reports cutoffs, catches, blocked player hops, and waiting steps. This is a small diagnostic, not evidence of a better human win rate or more enjoyable play.\n'''; open(p,'w').write(s)
PY
npm test
node scripts/compare-planners.mjs --jev
lsof -nP -iTCP:3000 -sTCP:LISTEN{"chunk_id":"fdb37d","wall_time_seconds":1.6262597909999998,"exit_code":0,"original_token_count":2574,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 2.385458\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.27475\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.1745\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.065917\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 23.870917\n type: 'test'\n ...\n# Subtest: local movement follows fixed targets, takes catches and handles forced or trapped moves\nok 6 - local movement follows fixed targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 1.842459\n type: 'test'\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 7 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.375416\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 8 - rejects malformed board state\n ---\n duration_ms: 0.077583\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 9 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 3.243792\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 10 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 19.033291\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 11 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.44725\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 12 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.224292\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 13 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 10.592416\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 14 - apple movement avoids every snake\n ---\n duration_ms: 0.874834\n type: 'test'\n ...\n# Subtest: food spawns and refills only on distinct empty squares\nok 15 - food spawns and refills only on distinct empty squares\n ---\n duration_ms: 5.948333\n type: 'test'\n ...\n# Subtest: eating food grows only that snake, replaces food and keeps the round active\nok 16 - eating food grows only that snake, replaces food and keeps the round active\n ---\n duration_ms: 1.573667\n type: 'test'\n ...\n# Subtest: food does not block the player, and a catch takes priority over food\nok 17 - food does not block the player, and a catch takes priority over food\n ---\n duration_ms: 0.142292\n type: 'test'\n ...\n# Subtest: food can never grow a snake into its own tail and planning prefers food on tied routes\nok 18 - food can never grow a snake into its own tail and planning prefers food on tied routes\n ---\n duration_ms: 0.990083\n type: 'test'\n ...\n# Subtest: food validation rejects invalid locations and refill handles a full board\nok 19 - food validation rejects invalid locations and refill handles a full board\n ---\n duration_ms: 0.239375\n type: 'test'\n ...\n# Subtest: measured movement speed excludes pauses and expires stale direction evidence\nok 20 - measured movement speed excludes pauses and expires stale direction evidence\n ---\n duration_ms: 2.643375\n type: 'test'\n ...\n# Subtest: interception requires reachable arrival before the player and accounts for speed\nok 21 - interception requires reachable arrival before the player and accounts for speed\n ---\n duration_ms: 2.768208\n type: 'test'\n ...\n# Subtest: one pressure snake and two different escape routes replace a following pack\nok 22 - one pressure snake and two different escape routes replace a following pack\n ---\n duration_ms: 21.895125\n type: 'test'\n ...\n# Subtest: cutoff targets stay fixed when the apple turns; pressure follows the apple\nok 23 - cutoff targets stay fixed when the apple turns; pressure follows the apple\n ---\n duration_ms: 7.55375\n type: 'test'\n ...\n# Subtest: an early arrival holds the cutoff but takes an immediate catch\nok 24 - an early arrival holds the cutoff but takes an immediate catch\n ---\n duration_ms: 0.947375\n type: 'test'\n ...\n# Subtest: plans commit together, queued proposals take over on expiry, stale responses are rejected\nok 25 - plans commit together, queued proposals take over on expiry, stale responses are rejected\n ---\n duration_ms: 14.949042\n type: 'test'\n ...\n# Subtest: walls and own-body barriers rule out impossible interception\nok 26 - walls and own-body barriers rule out impossible interception\n ---\n duration_ms: 0.233917\n type: 'test'\n ...\n# Subtest: invalid speed telemetry is rejected before planning\nok 27 - invalid speed telemetry is rejected before planning\n ---\n duration_ms: 0.330958\n type: 'test'\n ...\n# Subtest: an off-axis snake cuts across and catches a running apple that pure pursuit misses\nok 28 - an off-axis snake cuts across and catches a running apple that pure pursuit misses\n ---\n duration_ms: 9.981\n type: 'test'\n ...\n# Subtest: queued plan timing excludes cutoffs that cannot be reached after the commitment\nok 29 - queued plan timing excludes cutoffs that cannot be reached after the commitment\n ---\n duration_ms: 0.969291\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 30 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 43.504833\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 31 - malformed states are rejected before making paid requests\n ---\n duration_ms: 11.396708\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 32 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 5.362375\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 33 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 6.011916\n type: 'test'\n ...\n1..33\n# tests 33\n# suites 0\n# pass 33\n# fail 0\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 174.531709\n┌─────────┬────────────┬───────────┬──────────────┬───────────────────┬────────┬──────┬─────────────┬───────┐\n│ (index) │ scenario │ policy │ plan │ coveredDirections │ caught │ atMs │ blockedHops │ holds │\n├─────────┼────────────┼───────────┼──────────────┼───────────────────┼────────┼──────┼─────────────┼───────┤\n│ 0 │ 'off-axis' │ 'pursuit' │ 'chase' │ '' │ false │ 1500 │ 0 │ 0 │\n│ 1 │ 'off-axis' │ 'local' │ 'intercept' │ 'right' │ true │ 1260 │ 0 │ 0 │\n│ 2 │ 'off-axis' │ 'jev' │ 'intercept' │ 'right' │ true │ 1260 │ 0 │ 0 │\n│ 3 │ 'straight' │ 'pursuit' │ 'chase' │ '' │ true │ 630 │ 0 │ 0 │\n│ 4 │ 'straight' │ 'local' │ 'chase' │ 'down, right' │ true │ 630 │ 0 │ 0 │\n│ 5 │ 'straight' │ 'jev' │ 'horizontal' │ 'down, right' │ true │ 630 │ 0 │ 0 │\n│ 6 │ 'fast' │ 'pursuit' │ 'chase' │ '' │ false │ 1500 │ 7 │ 0 │\n│ 7 │ 'fast' │ 'local' │ 'chase' │ 'right' │ false │ 1500 │ 7 │ 5 │\n│ 8 │ 'fast' │ 'jev' │ 'horizontal' │ 'right' │ false │ 1500 │ 7 │ 5 │\n│ 9 │ 'turn' │ 'pursuit' │ 'chase' │ '' │ true │ 630 │ 0 │ 0 │\n│ 10 │ 'turn' │ 'local' │ 'chase' │ 'down, right' │ true │ 630 │ 0 │ 0 │\n│ 11 │ 'turn' │ 'jev' │ 'vertical' │ 'down, up' │ true │ 630 │ 0 │ 0 │\n│ 12 │ 'reverse' │ 'pursuit' │ 'chase' │ '' │ true │ 420 │ 1 │ 0 │\n│ 13 │ 'reverse' │ 'local' │ 'chase' │ 'down, right' │ true │ 420 │ 1 │ 0 │\n│ 14 │ 'reverse' │ 'jev' │ 'horizontal' │ 'down, right' │ true │ 420 │ 1 │ 0 │\n└─────────┴────────────┴───────────┴──────────────┴───────────────────┴────────┴──────┴─────────────┴───────┘\nScripted 1.5-second scenarios; these do not establish which controller is more fun or stronger against humans.\nCOMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME\nnode 64692 sahaj 12u IPv4 0x2eeffc2fc4739109 0t0 TCP 127.0.0.1:3000 (LISTEN)\n"}A targeted test now shows the difference: a snake to the side of a running apple cuts across and catches it, while the old chase behavior falls behind. The tests also confirm that cutoff targets stay fixed through a turn and that supporting snakes cover different routes.
I compared Jev’s choices with a local selector in five short scenarios. Both used the new interception successfully; that small test doesn’t yet establish an advantage for Jev.
>node /tmp/jev-plan-smoke.mjs{"chunk_id":"9c5002","wall_time_seconds":1.001995958,"session_id":9090,"original_token_count":0,"output":""}{"chunk_id":"0e5a9e","wall_time_seconds":0.000016584,"exit_code":0,"original_token_count":53,"output":"{\"passed\":true,\"requestsDuring27Seconds\":28,\"scenarios\":[\"three snakes\",\"cadence\",\"local movement\",\"pause/resume\",\"slow response\",\"stale response after restart\",\"API error/retry\",\"mobile layout\"],\"errors\":[]}\n"}>ps -p 64692 -o pid,ppid,command
lsof -a -p 64692 -d cwd -Fn
node --check public/app.mjs
node --check public/game.mjs
node --check server.mjs
rg -n 'offset|projects sustained|Targets follow|up.*down.*tactic|plan.closing|tacticTarget' README.md public tests{"chunk_id":"ea3552","wall_time_seconds":0.009626167,"exit_code":0,"original_token_count":231,"output":" PID PPID COMMAND\n64692 64671 node server.mjs\np64692\nfcwd\nn/Users/sahaj/Desktop/dev/program/jev\ntests/planning.test.mjs:3:import { appleMotion, escapeRoutes, interceptionCandidates, teamPlans, recommendPlan, chooseLocalMove, tacticTarget, acceptTeamPlan, MOVE_INTERVAL, COMMIT_INTERVAL, validateArena, stepArenaSnake, moveArenaApple } from '../public/game.mjs';\ntests/planning.test.mjs:45: assert.deepEqual(tacticTarget(arena, cutoff), before);\ntests/planning.test.mjs:46: assert.deepEqual(tacticTarget(arena, { tactic: 'chase' }), arena.apple);\npublic/game.mjs:254:export function tacticTarget(arena, assignment) {\npublic/game.mjs:262: let target = tacticTarget(arena, assignment);\npublic/style.css:10:button:focus-visible, a:focus-visible, canvas:focus-visible { outline: 2px solid #555; outline-offset: 4px; }\npublic/style.css:62:.snake-picker select:focus-visible { outline: 2px solid #555; outline-offset: 2px; }\n"}All 33 tests passed, along with the browser checks for three snakes, request timing, pause/resume, slow responses, and restart. The snakes’ speed is unchanged; the improvement comes from choosing and holding better positions. I’m restarting the local game with the update now.
>kill 64692{"chunk_id":"94154c","wall_time_seconds":0.0000075,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"93747a","wall_time_seconds":1.002277166,"session_id":71810,"original_token_count":26,"output":"\n> apple-vs-jev@1.0.0 start\n> node server.mjs\n\nApple vs. Jev → http://localhost:3000 (Jev connected)\n"}>npm start{"chunk_id":"94154c","wall_time_seconds":0.0000075,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"93747a","wall_time_seconds":1.002277166,"session_id":71810,"original_token_count":26,"output":"\n> apple-vs-jev@1.0.0 start\n> node server.mjs\n\nApple vs. Jev → http://localhost:3000 (Jev connected)\n"}>curl -fsS http://localhost:3000/api/status{"chunk_id":"ad654f","wall_time_seconds":0.000007833,"exit_code":0,"original_token_count":10,"output":"{\"configured\":true,\"model\":\"jev-1.13.0\"}"}Implemented—refresh the game.
Speed and API frequency are unchanged.
All 33 tests and browser checks passed. A targeted scenario confirmed interception catches a running apple that ordinary chasing misses.
No content
nah this is not good because now some snake/s randomly stop... any idea why?
Yes—that’s caused by the ambush behavior I added. When a snake reaches its cutoff square early, the code tells it to wait there until the plan changes or expires. Without a visible explanation, that looks like it randomly froze.
That was a poor fit for this game. Snakes should keep moving. I’d remove waiting and make cutoff squares waypoints: reach one, then immediately turn toward you or continue cutting across your escape route. We can keep interception and coordinated roles without the stops.
No content
yeah do that
I’ll remove the ambush stops so a snake keeps pursuing after reaching its cutoff square, then check that interception and coordination still work.
>rg -n 'wait|chooseLocalMove|tacticTarget|expiresAt|applyTeamPlan|commit|holds' public/game.mjs public/app.mjs tests scripts README.md
sed -n '242,310p' public/game.mjs
sed -n '138,210p' public/app.mjs
cat tests/planning.test.mjs{"chunk_id":"e71567","wall_time_seconds":0.000007208,"exit_code":0,"original_token_count":6017,"output":"scripts/compare-planners.mjs:5:import { teamPlans, recommendPlan, chooseLocalMove, moveArenaApple, stepArenaSnake, MOVE_INTERVAL, COMMIT_INTERVAL } from '../public/game.mjs';\nscripts/compare-planners.mjs:16: let blockedHops = 0, hops = 0, holds = 0;\nscripts/compare-planners.mjs:24: const direction = chooseLocalMove(arena, actor, assignments.find(a => a.id === actor.id));\nscripts/compare-planners.mjs:25: if (direction === 'wait') { holds++; continue; }\nscripts/compare-planners.mjs:26: if (!direction) return { caught: false, trapped: true, atMs: ms, blockedHops, holds };\nscripts/compare-planners.mjs:28: if (arena.caughtBy !== null) return { caught: true, atMs: ms, blockedHops, holds };\nscripts/compare-planners.mjs:32: return { caught: false, atMs: COMMIT_INTERVAL, blockedHops, holds };\nscripts/compare-planners.mjs:37: server = createGameServer(); server.listen(0, '127.0.0.1'); await once(server, 'listening');\nscripts/compare-planners.mjs:51: const response = await fetch(`${base}/api/plan`, { method: 'POST', body: JSON.stringify(arena) });\nscripts/compare-planners.mjs:52: const result = await response.json();\ntests/planning.test.mjs:3:import { appleMotion, escapeRoutes, interceptionCandidates, teamPlans, recommendPlan, chooseLocalMove, tacticTarget, acceptTeamPlan, MOVE_INTERVAL, COMMIT_INTERVAL, validateArena, stepArenaSnake, moveArenaApple } from '../public/game.mjs';\ntests/planning.test.mjs:45: assert.deepEqual(tacticTarget(arena, cutoff), before);\ntests/planning.test.mjs:46: assert.deepEqual(tacticTarget(arena, { tactic: 'chase' }), arena.apple);\ntests/planning.test.mjs:48:test('an early arrival holds the cutoff but takes an immediate catch', () => {\ntests/planning.test.mjs:51: assert.equal(chooseLocalMove(arena, actor, assignment), 'down');\ntests/planning.test.mjs:53: assert.equal(chooseLocalMove(arena, actor, assignment), 'wait');\ntests/planning.test.mjs:55: assert.equal(chooseLocalMove(arena, actor, assignment), 'left');\ntests/planning.test.mjs:57:test('plans commit together, queued proposals take over on expiry, stale responses are rejected', () => {\ntests/planning.test.mjs:58: const first = { expiresAt: 1500, assignments: teamPlans(scenario()).intercept };\ntests/planning.test.mjs:59: const next = { expiresAt: 2500, assignments: teamPlans(scenario()).vertical };\ntests/planning.test.mjs:88: const move = chooseLocalMove(arena, arena.snakes[0], plan);\ntests/planning.test.mjs:89: if (move && move !== 'wait') stepArenaSnake(arena, arena.snakes[0], move);\ntests/planning.test.mjs:95:test('queued plan timing excludes cutoffs that cannot be reached after the commitment', () => {\nREADME.md:17:Jev chooses a team plan about once per second. Local code first explores straight escape routes and possible turns, measures the player's recent movement speed, and compares snake path lengths against estimated player arrival times. Cutoff targets are offered only when the snake can arrive in time, allowing for a movement tick of response latency or a longer outstanding commitment. The nearest snake applies pressure; supporting snakes cover different escape directions and different target squares when feasible. If no cutoff is reachable, they pursue instead.\nREADME.md:19:The browser executes those plans every 210 ms. Cutoff targets stay fixed for a short commitment (up to 1.5 seconds from the request snapshot), and a snake arriving early waits on its target. The team switches assignments together; a newer response can queue until the current commitment ends. Expired or blocked assignments fall back to pursuit, and immediate catches take priority. Predictions use the player's recent speed and possible paths, not knowledge of their future inputs. Snake speeds and spawn times are unchanged.\nREADME.md:21:One request covers all active snakes, including compact candidate targets and arrival estimates; full snake bodies stay local. Forced moves and pathfinding need no API calls. Equally short routes favor food. New snakes wait for their first assignment. Slow responses leave the current plan running until it expires, after which snakes pursue locally. API failures pause the round with a retry button. Resume requests a fresh plan, and background tabs pause.\nREADME.md:31:`npm test` runs the game-rule, interception timing, distinct roles, commitment, API validation, and cancellation-accounting tests. `node --check server.mjs` checks server syntax. No build step is required.\nREADME.md:33:`npm run compare-planners` compares pursuit against the local selector in five fixed, short scenarios. `npm run compare-planners -- --jev` also makes five paid requests to compare Jev's selections using the same candidate plans. It reports cutoffs, catches, blocked player hops, and waiting steps. This is a small diagnostic, not evidence of a better human win rate or more enjoyable play.\npublic/app.mjs:1:import { SIZE, MAX_SNAKES, DIRECTIONS, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake, chooseLocalMove, PLAN_LABELS, TACTIC_LABELS, MOVE_INTERVAL, PLAN_INTERVAL, COMMIT_INTERVAL, appleMotion, acceptTeamPlan } from './game.mjs';\npublic/app.mjs:58: const response = await fetch('/api/status');\npublic/app.mjs:60: const result = await response.json(); ready = result.configured;\npublic/app.mjs:138: const response = await fetch('/api/usage');\npublic/app.mjs:139: if (response.ok) recordUsage(await response.json());\npublic/app.mjs:149: const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, foods: state.foods.map(p => ({ ...p })), appleHistory: [...appleHistory], appleMotion: appleMotion(appleMoveTimes, elapsed * 1000), planDelayMs: Math.min(COMMIT_INTERVAL, Math.max(MOVE_INTERVAL, currentTeamPlan ? currentTeamPlan.expiresAt - requestedAt : 0, currentTeamPlan?.latency || 0)) };\npublic/app.mjs:151: const response = await fetch('/api/plan', {\npublic/app.mjs:155: const result = await response.json();\npublic/app.mjs:159: proposedTeamPlan = { ...result, expiresAt: requestedAt + (result.commitMs || COMMIT_INTERVAL) };\npublic/app.mjs:160: if (!currentTeamPlan && proposedTeamPlan.expiresAt <= performance.now()) throw new Error('Jev’s first plan arrived too late. Retry to get a fresh plan.');\npublic/app.mjs:161: applyTeamPlan(performance.now());\npublic/app.mjs:173:function applyTeamPlan(now) {\npublic/app.mjs:182: applyTeamPlan(now);\npublic/app.mjs:188: if (!plan) continue; // New snakes wait for their first model-selected assignment.\npublic/app.mjs:189: const assignment = now < plan.expiresAt ? plan : { tactic: 'chase' };\npublic/app.mjs:190: const direction = chooseLocalMove(state, actor, assignment);\npublic/app.mjs:191: if (direction === 'wait') continue;\npublic/game.mjs:254:export function tacticTarget(arena, assignment) {\npublic/game.mjs:257:export function chooseLocalMove(arena, actor, assignment = { tactic: 'chase' }) {\npublic/game.mjs:262: let target = tacticTarget(arena, assignment);\npublic/game.mjs:264: if (typeof assignment === 'object' && assignment.tactic !== 'chase' && same(actor.snake[0], target)) return 'wait';\npublic/game.mjs:273:// Apply the whole team together. Fresh proposals wait for the current short commitment.\npublic/game.mjs:276: if (!proposed || proposed.expiresAt <= now || (current && current.expiresAt > now)) return current;\npublic/game.mjs:293: instructions: 'Choose a team plan to catch the human-controlled apple. Code has checked routes and arrival times: cutoff snakes can reach their fixed target before the player along a plausible escape route, based on observed speed. One snake pressures the player; others guard distinct exits when feasible. Prefer covering likely escape directions with positive arrival margins. Targets stay fixed briefly; an early snake waits there. Predictions are estimates, not guarantees. Food grows snakes; only catching the player ends the round. Snakes may cross each other.',\ntests/game.test.mjs:3:import { newGame, validateState, moveApple, legalMoves, stepSnake, buildQuestion, MAX_SNAKES, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake, validateArena, teamPlans, chooseLocalMove, inside, FOOD_COUNT, refillFood, same } from '../public/game.mjs';\ntests/game.test.mjs:40: assert.equal(chooseLocalMove(arena, actor, 'chase'), 'right');\ntests/game.test.mjs:42: assert.equal(chooseLocalMove(arena, actor, 'chase'), 'up');\ntests/game.test.mjs:43: assert.equal(chooseLocalMove(arena, actor, { tactic: 'guard', target: { x: 5, y: 10 } }), 'down');\ntests/game.test.mjs:45: assert.equal(chooseLocalMove(arena, actor, { tactic: 'guard', target: { x: 5, y: 10 } }), 'right');\ntests/game.test.mjs:47: assert.equal(chooseLocalMove(arena, actor, { tactic: 'guard', target: { x: 5, y: 10 } }), 'down');\ntests/game.test.mjs:49: assert.equal(chooseLocalMove(arena, actor, 'chase'), null);\ntests/game.test.mjs:194: assert.equal(chooseLocalMove(arena, arena.snakes[0], 'chase'), 'up');\ntests/server.test.mjs:10: await once(server, 'listening');\ntests/server.test.mjs:23: const base = await fixture(t, async (_url, options) => { requests++; return answer(JSON.parse(options.body), 'vertical'); });\ntests/server.test.mjs:25: const response = await send(base, arena), result = await response.json();\ntests/server.test.mjs:31: assert.equal(result.commitMs, 1500);\ntests/server.test.mjs:37: const base = await fixture(t, () => { assert.fail('Must not call upstream'); });\ntests/server.test.mjs:38: for (const snakes of [[], [null], [snapshot().snakes[0], snapshot().snakes[0]]]) assert.equal((await send(base, { ...snapshot(), snakes })).status, 400);\ntests/server.test.mjs:41: const base = await fixture(t, async (_url, options) => answer(JSON.parse(options.body), 'invalid'));\ntests/server.test.mjs:42: assert.equal((await send(base, snapshot())).status, 502);\ntests/server.test.mjs:43: const usage = await (await fetch(`${base}/api/usage`)).json();\ntests/server.test.mjs:49: const base = await fixture(t, async (_url, options) => {\ntests/server.test.mjs:51: await new Promise(resolve => { finish = resolve; });\ntests/server.test.mjs:57: await ready; controller.abort(); await rejected; finish();\ntests/server.test.mjs:60: usage = await (await fetch(`${base}/api/usage`)).json();\ntests/server.test.mjs:62: await new Promise(resolve => setTimeout(resolve, 10));\n if (actors.length > 1) { plans.vertical = assign('vertical'); plans.horizontal = assign('horizontal'); }\n return plans;\n}\n\n// A deterministic baseline for comparing Jev's selections using the same candidates.\nexport function recommendPlan(plans) {\n return Object.entries(plans).sort(([, a], [, b]) => planScore(b) - planScore(a))[0][0];\n}\nfunction planScore(assignments) {\n return assignments.reduce((score, a) => score + (a.tactic === 'chase' ? 0 : 10 + Math.min(a.routeWeight || 0, 10) * 2 + Math.min(a.marginMs, 400) / 200), 0);\n}\n\nexport function tacticTarget(arena, assignment) {\n return assignment && typeof assignment === 'object' && assignment.tactic !== 'chase' ? assignment.target : arena.apple;\n}\nexport function chooseLocalMove(arena, actor, assignment = { tactic: 'chase' }) {\n const moves = legalMoves({ ...actor, apple: arena.apple, foods: arena.foods });\n if (!moves.length) return null;\n const catchMove = moves.find(m => same(m.position, arena.apple));\n if (catchMove) return catchMove.direction;\n let target = tacticTarget(arena, assignment);\n // An ambusher occupies the cutoff square rather than orbiting it or resuming chase.\n if (typeof assignment === 'object' && assignment.tactic !== 'chase' && same(actor.snake[0], target)) return 'wait';\n if (moves.length === 1) return moves[0].direction;\n if (!target || routeLength(actor.snake[0], target, actor.snake) === Infinity) target = arena.apple;\n const ranked = moves.map(m => ({ ...m, distance: routeLength(m.position, target, actor.snake) }));\n const hasFood = p => Number((arena.foods || []).some(food => same(food, p)));\n ranked.sort((a, b) => a.distance - b.distance || hasFood(b.position) - hasFood(a.position) || Number(b.direction === actor.direction) - Number(a.direction === actor.direction));\n return ranked[0].direction;\n}\n\n// Apply the whole team together. Fresh proposals wait for the current short commitment.\n// Expiry is anchored to the request snapshot, so latency never extends stale targets.\nexport function acceptTeamPlan(current, proposed, now) {\n if (!proposed || proposed.expiresAt <= now || (current && current.expiresAt > now)) return current;\n return proposed;\n}\n\nexport function buildQuestion(arena, plans = teamPlans(arena)) {\n return {\n model: 'jev-1.13.0',\n state: {\n board_size: SIZE,\n apple: arena.apple,\n apple_motion: arena.appleMotion || { stepMs: MOVE_INTERVAL, idleMs: 10000 },\n food_apples: arena.foods || [],\n recent_apple_moves: arena.appleHistory,\n snakes: arena.snakes.map(actor => ({ id: actor.id, head: actor.snake[0], heading: actor.direction, length: actor.snake.length })),\n },\n questions: { plan: {\n type: 'choice',\n instructions: 'Choose a team plan to catch the human-controlled apple. Code has checked routes and arrival times: cutoff snakes can reach their fixed target before the player along a plausible escape route, based on observed speed. One snake pressures the player; others guard distinct exits when feasible. Prefer covering likely escape directions with positive arrival margins. Targets stay fixed briefly; an early snake waits there. Predictions are estimates, not guarantees. Food grows snakes; only catching the player ends the round. Snakes may cross each other.',\n criteria: Object.fromEntries(Object.entries(plans).map(([name, assignments]) => [name, assignments.map(a => ({ snake: a.id, role: a.tactic, target: a.target,\n ...(a.escapeDirection ? { escape: a.escapeDirection, snake_ms: a.snakeEtaMs, player_ms: a.appleEtaMs } : {}) }))])),\n } },\n };\n}\n const response = await fetch('/api/usage');\n if (response.ok) recordUsage(await response.json());\n } catch {} // Accounting remains on the server even if the browser is disconnected.\n}\nsetInterval(refreshUsage, 3000);\n\nasync function requestPlan(runEpoch) {\n if (planInFlight || !running || epoch !== runEpoch) return;\n planInFlight = true;\n const requestedAt = performance.now();\n nextPlanAt = requestedAt + PLAN_INTERVAL;\n const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, foods: state.foods.map(p => ({ ...p })), appleHistory: [...appleHistory], appleMotion: appleMotion(appleMoveTimes, elapsed * 1000), planDelayMs: Math.min(COMMIT_INTERVAL, Math.max(MOVE_INTERVAL, currentTeamPlan ? currentTeamPlan.expiresAt - requestedAt : 0, currentTeamPlan?.latency || 0)) };\n try {\n const response = await fetch('/api/plan', {\n method: 'POST', headers: { 'Content-Type': 'application/json' },\n body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),\n });\n const result = await response.json();\n if (result.usage) recordUsage(result.usage);\n if (!running || epoch !== runEpoch) return;\n if (!response.ok) throw new Error(result.error || 'Jev could not choose a plan.');\n proposedTeamPlan = { ...result, expiresAt: requestedAt + (result.commitMs || COMMIT_INTERVAL) };\n if (!currentTeamPlan && proposedTeamPlan.expiresAt <= performance.now()) throw new Error('Jev’s first plan arrived too late. Retry to get a fresh plan.');\n applyTeamPlan(performance.now());\n } catch (error) {\n if (!running || epoch !== runEpoch) return;\n running = false; epoch++; runAbort.abort(); badge('Jev disconnected', 'error');\n overlay('Connection lost', 'Snakes paused.', error.name === 'TimeoutError' ? 'Jev took too long to plan. Your timer is paused.' : error.message, 'Retry');\n $('decision').textContent = 'Waiting for a plan.';\n $('decision-note').textContent = 'Resume to get a fresh team plan.';\n $('pause').textContent = 'Resume P';\n } finally {\n planInFlight = false;\n }\n}\nfunction applyTeamPlan(now) {\n const accepted = acceptTeamPlan(currentTeamPlan, proposedTeamPlan, now);\n if (accepted === currentTeamPlan) return;\n currentTeamPlan = accepted; proposedTeamPlan = null;\n decisions.clear();\n for (const assignment of accepted.assignments) decisions.set(assignment.id, { ...accepted, ...assignment });\n showDecision();\n}\nfunction moveSnakes(now) {\n applyTeamPlan(now);\n if (now < nextMovementAt) return;\n // Never replay missed steps after a slow frame or a pause.\n nextMovementAt = now + MOVE_INTERVAL;\n for (const actor of state.snakes) {\n const plan = decisions.get(actor.id);\n if (!plan) continue; // New snakes wait for their first model-selected assignment.\n const assignment = now < plan.expiresAt ? plan : { tactic: 'chase' };\n const direction = chooseLocalMove(state, actor, assignment);\n if (direction === 'wait') continue;\n if (!direction) { win(actor); return; }\n const visual = visuals.get(actor.id);\n visual.previous = actor.snake.map(p => ({ ...p }));\n const move = stepArenaSnake(state, actor, direction);\n if (move.collision) { win(actor, true); return; }\n if (!move.valid) continue;\n visual.movedAt = now;\n if (move.ate) { caught(actor); return; }\n }\n}\n\nfunction hop(direction) {\n if (!running || performance.now() - lastHop < 85) return;\n const prev = { ...state.apple };\n if (moveArenaApple(state, direction)) {\n previousApple = prev; appleMovedAt = performance.now(); lastHop = appleMovedAt;\n appleHistory.push(direction); appleHistory = appleHistory.slice(-4);\n appleMoveTimes.push(elapsed * 1000); appleMoveTimes = appleMoveTimes.slice(-5);\n }\nimport test from 'node:test';\nimport assert from 'node:assert/strict';\nimport { appleMotion, escapeRoutes, interceptionCandidates, teamPlans, recommendPlan, chooseLocalMove, tacticTarget, acceptTeamPlan, MOVE_INTERVAL, COMMIT_INTERVAL, validateArena, stepArenaSnake, moveArenaApple } from '../public/game.mjs';\n\nexport function scenario(stepMs = 210) {\n return { apple: { x: 8, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs, idleMs: 0 }, snakes: [\n { id: 1, direction: 'right', snake: [6, 5, 4, 3].map(x => ({ x, y: 8 })) },\n { id: 2, direction: 'down', snake: [6, 5, 4, 3].map(y => ({ x: 11, y })) },\n { id: 3, direction: 'up', snake: [12, 13, 14, 15].map(y => ({ x: 8, y })) },\n ] };\n}\ntest('measured movement speed excludes pauses and expires stale direction evidence', () => {\n assert.deepEqual(appleMotion([100, 260, 420, 580], 630), { stepMs: 160, idleMs: 50 });\n assert.equal(appleMotion([0, 200, 3000, 3200], 3300).stepMs, 200);\n assert.equal(appleMotion([], 500).idleMs, 10000);\n const arena = scenario();\n assert.ok(escapeRoutes(arena).find(r => r.direction === 'right').weight > escapeRoutes(arena).find(r => r.direction === 'up').weight);\n arena.appleMotion.idleMs = 2000;\n assert.equal(escapeRoutes(arena).find(r => r.direction === 'right').weight, escapeRoutes(arena).find(r => r.direction === 'up').weight);\n});\ntest('interception requires reachable arrival before the player and accounts for speed', () => {\n const arena = scenario(), actor = arena.snakes[1];\n const slow = interceptionCandidates(arena, actor).filter(c => c.escapeDirection === 'right');\n assert.ok(slow.some(c => c.target.x === 11 && c.target.y === 8));\n assert.ok(slow.every(c => c.snakeEtaMs <= c.appleEtaMs && c.snakeEtaMs <= COMMIT_INTERVAL));\n arena.appleMotion.stepMs = 85;\n const fast = interceptionCandidates(arena, actor).filter(c => c.escapeDirection === 'right');\n assert.ok(!fast.some(c => c.target.x === 11 && c.target.y === 8), 'Cannot beat the faster apple to the same crossing');\n});\ntest('one pressure snake and two different escape routes replace a following pack', () => {\n const arena = scenario();\n for (const assignments of Object.values(teamPlans(arena))) {\n assert.equal(assignments.filter(a => a.tactic === 'chase').length, 1);\n const cutoffs = assignments.filter(a => a.tactic !== 'chase');\n assert.equal(new Set(cutoffs.map(a => a.escapeDirection)).size, 2);\n assert.equal(new Set(cutoffs.map(a => JSON.stringify(a.target))).size, 2);\n assert.ok(cutoffs.every(a => a.marginMs >= 0));\n }\n assert.ok(teamPlans(arena)[recommendPlan(teamPlans(arena))]);\n});\ntest('cutoff targets stay fixed when the apple turns; pressure follows the apple', () => {\n const arena = scenario(), plans = teamPlans(arena);\n const cutoff = plans.intercept.find(a => a.tactic === 'intercept'), before = { ...cutoff.target };\n arena.apple = { x: 7, y: 7 }; arena.appleHistory = ['up', 'left'];\n assert.deepEqual(tacticTarget(arena, cutoff), before);\n assert.deepEqual(tacticTarget(arena, { tactic: 'chase' }), arena.apple);\n});\ntest('an early arrival holds the cutoff but takes an immediate catch', () => {\n const arena = scenario(), actor = arena.snakes[1];\n const assignment = { tactic: 'guard', target: { x: 11, y: 8 } };\n assert.equal(chooseLocalMove(arena, actor, assignment), 'down');\n stepArenaSnake(arena, actor, 'down'); stepArenaSnake(arena, actor, 'down');\n assert.equal(chooseLocalMove(arena, actor, assignment), 'wait');\n arena.apple = { x: 10, y: 8 };\n assert.equal(chooseLocalMove(arena, actor, assignment), 'left');\n});\ntest('plans commit together, queued proposals take over on expiry, stale responses are rejected', () => {\n const first = { expiresAt: 1500, assignments: teamPlans(scenario()).intercept };\n const next = { expiresAt: 2500, assignments: teamPlans(scenario()).vertical };\n assert.equal(acceptTeamPlan(null, first, 200), first);\n assert.equal(acceptTeamPlan(first, next, 1200), first);\n assert.equal(acceptTeamPlan(first, next, 1500), next);\n assert.equal(acceptTeamPlan(first, next, 2600), first);\n assert.equal(acceptTeamPlan(null, first, 1600), null);\n});\ntest('walls and own-body barriers rule out impossible interception', () => {\n const arena = scenario(); arena.apple = { x: 16, y: 0 };\n assert.ok(escapeRoutes(arena).every(r => !['up', 'right'].includes(r.direction)));\n const actor = { id: 1, direction: 'left', snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }, { x: 0, y: 2 }] };\n assert.equal(interceptionCandidates(arena, actor).length, 0);\n});\ntest('invalid speed telemetry is rejected before planning', () => {\n for (const appleMotion of [null, { stepMs: 0, idleMs: 0 }, { stepMs: 210, idleMs: -1 }, { stepMs: 1e10, idleMs: 0 }]) assert.equal(validateArena({ ...scenario(), appleMotion }), false);\n assert.equal(validateArena(scenario()), true);\n});\n\ntest('an off-axis snake cuts across and catches a running apple that pure pursuit misses', () => {\n const start = { apple: { x: 5, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs: 210, idleMs: 0 },\n snakes: [{ id: 1, direction: 'left', snake: [12, 13, 14, 15].map(x => ({ x, y: 4 })) }] };\n const assignment = teamPlans(start).intercept[0];\n assert.equal(assignment.tactic, 'intercept');\n const outcomes = [];\n for (const plan of [{ tactic: 'chase' }, assignment]) {\n const arena = structuredClone(start);\n for (let tick = 1; tick <= 7 && !arena.caughtBy; tick++) {\n moveArenaApple(arena, 'right');\n if (tick < 2) continue;\n const move = chooseLocalMove(arena, arena.snakes[0], plan);\n if (move && move !== 'wait') stepArenaSnake(arena, arena.snakes[0], move);\n }\n outcomes.push(arena.caughtBy);\n }\n assert.deepEqual(outcomes, [null, 1]);\n});\ntest('queued plan timing excludes cutoffs that cannot be reached after the commitment', () => {\n const arena = scenario(); arena.planDelayMs = 630;\n const candidates = interceptionCandidates(arena, arena.snakes[1]);\n assert.ok(!candidates.some(c => c.escapeDirection === 'right' && c.target.x === 11 && c.target.y === 8));\n});\n"}{}
{"chunk_id":"778934","wall_time_seconds":0.46300125,"exit_code":0,"original_token_count":1751,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 1.371833\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.261792\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.16375\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.063584\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 19.61075\n type: 'test'\n ...\n# Subtest: local movement follows fixed targets, takes catches and handles forced or trapped moves\nok 6 - local movement follows fixed targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 2.011\n type: 'test'\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 7 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.397292\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 8 - rejects malformed board state\n ---\n duration_ms: 0.073\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 9 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 2.925084\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 10 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 13.650083\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 11 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.31025\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 12 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.218083\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 13 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 6.803\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 14 - apple movement avoids every snake\n ---\n duration_ms: 1.019708\n type: 'test'\n ...\n# Subtest: food spawns and refills only on distinct empty squares\nok 15 - food spawns and refills only on distinct empty squares\n ---\n duration_ms: 7.266416\n type: 'test'\n ...\n# Subtest: eating food grows only that snake, replaces food and keeps the round active\nok 16 - eating food grows only that snake, replaces food and keeps the round active\n ---\n duration_ms: 1.017458\n type: 'test'\n ...\n# Subtest: food does not block the player, and a catch takes priority over food\nok 17 - food does not block the player, and a catch takes priority over food\n ---\n duration_ms: 0.119708\n type: 'test'\n ...\n# Subtest: food can never grow a snake into its own tail and planning prefers food on tied routes\nok 18 - food can never grow a snake into its own tail and planning prefers food on tied routes\n ---\n duration_ms: 0.965417\n type: 'test'\n ...\n# Subtest: food validation rejects invalid locations and refill handles a full board\nok 19 - food validation rejects invalid locations and refill handles a full board\n ---\n duration_ms: 0.235375\n type: 'test'\n ...\n# Subtest: measured movement speed excludes pauses and expires stale direction evidence\nok 20 - measured movement speed excludes pauses and expires stale direction evidence\n ---\n duration_ms: 2.489708\n type: 'test'\n ...\n# Subtest: interception requires reachable arrival before the player and accounts for speed\nok 21 - interception requires reachable arrival before the player and accounts for speed\n ---\n duration_ms: 1.972458\n type: 'test'\n ...\n# Subtest: one pressure snake and two different escape routes replace a following pack\nok 22 - one pressure snake and two different escape routes replace a following pack\n ---\n duration_ms: 19.362125\n type: 'test'\n ...\n# Subtest: cutoff targets stay fixed when the apple turns; pressure follows the apple\nok 23 - cutoff targets stay fixed when the apple turns; pressure follows the apple\n ---\n duration_ms: 5.79575\n type: 'test'\n ...\n# Subtest: reaching a cutoff immediately starts pursuit and never returns to the completed waypoint\nok 24 - reaching a cutoff immediately starts pursuit and never returns to the completed waypoint\n ---\n duration_ms: 1.963125\n type: 'test'\n ...\n# Subtest: plans commit together, queued proposals take over on expiry, stale responses are rejected\nok 25 - plans commit together, queued proposals take over on expiry, stale responses are rejected\n ---\n duration_ms: 10.5065\n type: 'test'\n ...\n# Subtest: walls and own-body barriers rule out impossible interception\nok 26 - walls and own-body barriers rule out impossible interception\n ---\n duration_ms: 0.243916\n type: 'test'\n ...\n# Subtest: invalid speed telemetry is rejected before planning\nok 27 - invalid speed telemetry is rejected before planning\n ---\n duration_ms: 0.3385\n type: 'test'\n ...\n# Subtest: an off-axis snake cuts across and catches a running apple that pure pursuit misses\nok 28 - an off-axis snake cuts across and catches a running apple that pure pursuit misses\n ---\n duration_ms: 8.736917\n type: 'test'\n ...\n# Subtest: queued plan timing excludes cutoffs that cannot be reached after the commitment\nok 29 - queued plan timing excludes cutoffs that cannot be reached after the commitment\n ---\n duration_ms: 0.566958\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 30 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 39.106042\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 31 - malformed states are rejected before making paid requests\n ---\n duration_ms: 8.67575\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 32 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 4.380459\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 33 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 5.366083\n type: 'test'\n ...\n1..33\n# tests 33\n# suites 0\n# pass 33\n# fail 0\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 161.268917\n"}>python3 - <<'PY'
p='README.md'; s=open(p).read().replace('and a snake arriving early waits on its target.', 'and a snake reaching its target immediately pursues the player. Completed waypoints stay completed for that assignment, so snakes keep moving instead of stopping or doubling back.').replace('New snakes wait for their first assignment.', 'New snakes pursue locally while waiting for their first assignment.').replace('cutoffs, catches, blocked player hops, and waiting steps.', 'cutoffs, catches, and blocked player hops.'); open(p,'w').write(s)
PY
npm test
node --check public/app.mjs
node --check server.mjs{}
{"chunk_id":"778934","wall_time_seconds":0.46300125,"exit_code":0,"original_token_count":1751,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 1.371833\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.261792\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.16375\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.063584\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 19.61075\n type: 'test'\n ...\n# Subtest: local movement follows fixed targets, takes catches and handles forced or trapped moves\nok 6 - local movement follows fixed targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 2.011\n type: 'test'\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 7 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.397292\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 8 - rejects malformed board state\n ---\n duration_ms: 0.073\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 9 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 2.925084\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 10 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 13.650083\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 11 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.31025\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 12 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.218083\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 13 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 6.803\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 14 - apple movement avoids every snake\n ---\n duration_ms: 1.019708\n type: 'test'\n ...\n# Subtest: food spawns and refills only on distinct empty squares\nok 15 - food spawns and refills only on distinct empty squares\n ---\n duration_ms: 7.266416\n type: 'test'\n ...\n# Subtest: eating food grows only that snake, replaces food and keeps the round active\nok 16 - eating food grows only that snake, replaces food and keeps the round active\n ---\n duration_ms: 1.017458\n type: 'test'\n ...\n# Subtest: food does not block the player, and a catch takes priority over food\nok 17 - food does not block the player, and a catch takes priority over food\n ---\n duration_ms: 0.119708\n type: 'test'\n ...\n# Subtest: food can never grow a snake into its own tail and planning prefers food on tied routes\nok 18 - food can never grow a snake into its own tail and planning prefers food on tied routes\n ---\n duration_ms: 0.965417\n type: 'test'\n ...\n# Subtest: food validation rejects invalid locations and refill handles a full board\nok 19 - food validation rejects invalid locations and refill handles a full board\n ---\n duration_ms: 0.235375\n type: 'test'\n ...\n# Subtest: measured movement speed excludes pauses and expires stale direction evidence\nok 20 - measured movement speed excludes pauses and expires stale direction evidence\n ---\n duration_ms: 2.489708\n type: 'test'\n ...\n# Subtest: interception requires reachable arrival before the player and accounts for speed\nok 21 - interception requires reachable arrival before the player and accounts for speed\n ---\n duration_ms: 1.972458\n type: 'test'\n ...\n# Subtest: one pressure snake and two different escape routes replace a following pack\nok 22 - one pressure snake and two different escape routes replace a following pack\n ---\n duration_ms: 19.362125\n type: 'test'\n ...\n# Subtest: cutoff targets stay fixed when the apple turns; pressure follows the apple\nok 23 - cutoff targets stay fixed when the apple turns; pressure follows the apple\n ---\n duration_ms: 5.79575\n type: 'test'\n ...\n# Subtest: reaching a cutoff immediately starts pursuit and never returns to the completed waypoint\nok 24 - reaching a cutoff immediately starts pursuit and never returns to the completed waypoint\n ---\n duration_ms: 1.963125\n type: 'test'\n ...\n# Subtest: plans commit together, queued proposals take over on expiry, stale responses are rejected\nok 25 - plans commit together, queued proposals take over on expiry, stale responses are rejected\n ---\n duration_ms: 10.5065\n type: 'test'\n ...\n# Subtest: walls and own-body barriers rule out impossible interception\nok 26 - walls and own-body barriers rule out impossible interception\n ---\n duration_ms: 0.243916\n type: 'test'\n ...\n# Subtest: invalid speed telemetry is rejected before planning\nok 27 - invalid speed telemetry is rejected before planning\n ---\n duration_ms: 0.3385\n type: 'test'\n ...\n# Subtest: an off-axis snake cuts across and catches a running apple that pure pursuit misses\nok 28 - an off-axis snake cuts across and catches a running apple that pure pursuit misses\n ---\n duration_ms: 8.736917\n type: 'test'\n ...\n# Subtest: queued plan timing excludes cutoffs that cannot be reached after the commitment\nok 29 - queued plan timing excludes cutoffs that cannot be reached after the commitment\n ---\n duration_ms: 0.566958\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 30 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 39.106042\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 31 - malformed states are rejected before making paid requests\n ---\n duration_ms: 8.67575\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 32 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 4.380459\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 33 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 5.366083\n type: 'test'\n ...\n1..33\n# tests 33\n# suites 0\n# pass 33\n# fail 0\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 161.268917\n"}Snakes now continue toward you as soon as they reach a cutoff, and remember that the waypoint is complete so they don’t circle back. I also removed the initial pause while a new snake waits for its first plan. All 33 tests pass; I’m checking the movement in the browser now.
>cat > /tmp/jev-continuous-smoke.mjs <<'JS'
import assert from 'node:assert/strict';
import { chromium } from '/Users/sahaj/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright/index.mjs';
import { createGameServer } from '/Users/sahaj/Desktop/dev/program/jev/server.mjs';
const server = createGameServer({ key: 'test', upstreamFetch: () => { throw Error('Unexpected paid call'); } });
await new Promise(resolve => server.listen(0, '127.0.0.1', resolve));
const browser = await chromium.launch({ headless: true, channel: 'chrome' });
try {
for (const delayed of [false, true]) {
const page = await browser.newPage();
const errors = []; page.on('pageerror', e => errors.push(e.message));
let release, requestCount = 0;
await page.route('**/api/plan', async route => {
requestCount++;
const result = { plan: 'intercept', assignments: [{ id: 1, tactic: 'intercept', target: { x: 6, y: 8 } }], confidence: 1, probabilities: { chase: 0, intercept: 1 }, latency: 100, commitMs: 1500 };
const fulfill = () => route.fulfill({ json: result });
if (delayed && requestCount === 1) { release = fulfill; return; }
await fulfill();
});
await page.goto(`http://127.0.0.1:${server.address().port}`);
await page.clock.install();
await page.locator('#start').click();
if (!delayed) await page.waitForFunction(() => window.gameSnapshot().plans[1]);
await page.clock.runFor(240);
const first = await page.evaluate(() => window.gameSnapshot());
assert.equal(first.state.snakes[0].snake[0].x, 6);
await page.clock.runFor(220);
const second = await page.evaluate(() => window.gameSnapshot());
assert.equal(second.state.snakes[0].snake[0].x, 7);
if (!delayed) assert.equal(second.plans[1].waypointReached, true);
await page.clock.runFor(220);
const third = await page.evaluate(() => window.gameSnapshot());
assert.equal(third.state.snakes[0].snake[0].x, 8);
assert.equal(requestCount, 1);
if (delayed) { assert.ok(release); await release(); }
assert.deepEqual(errors, []);
await page.close();
}
console.log('PASS: continuous steps before the first plan and after reaching a cutoff; one API request per scenario; no browser errors.');
} finally { await browser.close(); server.closeAllConnections(); server.close(); }
JS
node /tmp/jev-continuous-smoke.mjs{"chunk_id":"268aaa","wall_time_seconds":1.001301958,"session_id":73705,"original_token_count":0,"output":""}{"chunk_id":"7429d1","wall_time_seconds":0.000013208,"exit_code":0,"original_token_count":31,"output":"PASS: continuous steps before the first plan and after reaching a cutoff; one API request per scenario; no browser errors.\n"}
{"chunk_id":"38b76b","wall_time_seconds":0.000007917,"exit_code":1,"original_token_count":40,"output":"COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME\nnode 65109 sahaj 12u IPv4 0xade45c3bc87d18b7 0t0 TCP 127.0.0.1:3000 (LISTEN)\n"}>lsof -nP -iTCP:3000 -sTCP:LISTEN
rg -n "direction === 'wait'|return 'wait'|early snake waits|waiting steps|arriving early waits" public scripts README.md{"chunk_id":"7429d1","wall_time_seconds":0.000013208,"exit_code":0,"original_token_count":31,"output":"PASS: continuous steps before the first plan and after reaching a cutoff; one API request per scenario; no browser errors.\n"}
{"chunk_id":"38b76b","wall_time_seconds":0.000007917,"exit_code":1,"original_token_count":40,"output":"COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME\nnode 65109 sahaj 12u IPv4 0xade45c3bc87d18b7 0t0 TCP 127.0.0.1:3000 (LISTEN)\n"}>ps -p 65109 -o pid,command
lsof -a -p 65109 -d cwd -Fn{"chunk_id":"36dfd9","wall_time_seconds":0.000008,"exit_code":0,"original_token_count":22,"output":" PID COMMAND\n65109 node server.mjs\np65109\nfcwd\nn/Users/sahaj/Desktop/dev/program/jev\n"}>kill 65109{"chunk_id":"47f995","wall_time_seconds":0.000009042,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"b60457","wall_time_seconds":1.0018795,"session_id":6816,"original_token_count":26,"output":"\n> apple-vs-jev@1.0.0 start\n> node server.mjs\n\nApple vs. Jev → http://localhost:3000 (Jev connected)\n"}>npm start{"chunk_id":"47f995","wall_time_seconds":0.000009042,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"b60457","wall_time_seconds":1.0018795,"session_id":6816,"original_token_count":26,"output":"\n> apple-vs-jev@1.0.0 start\n> node server.mjs\n\nApple vs. Jev → http://localhost:3000 (Jev connected)\n"}Done—refresh the game.
Snakes now keep moving after reaching cutoff points and while waiting for their first plan. Interception and coordinated roles remain.
All 33 tests passed, plus browser checks confirming continuous movement.
No content
the strategy with highest probability seems to be "intercept" always
I’ll check whether the strategy options give Jev meaningfully different choices, or whether the prompt is steering it toward “intercept.”
>sed -n '108,122p' public/game.mjs
sed -n '192,313p' public/game.mjs
sed -n '28,48p' public/app.mjs
sed -n '1,100p' scripts/compare-planners.mjs{"chunk_id":"1de469","wall_time_seconds":0.000012208,"exit_code":0,"original_token_count":3147,"output":" arena.apple = view.apple;\n arena.foods = view.foods;\n if (result.ate) arena.caughtBy = actor.id;\n if (result.ateFood) refillFood(arena, random);\n return result;\n}\nexport const PLAN_LABELS = { chase: 'Contain', intercept: 'Intercept', vertical: 'Top / bottom', horizontal: 'Left / right' };\nexport const TACTIC_LABELS = { chase: 'Keep pressure', intercept: 'Cut off the route', guard: 'Cut across an escape' };\nexport const MOVE_INTERVAL = 210;\nexport const PLAN_INTERVAL = 1000;\nexport const COMMIT_INTERVAL = 1500;\nconst keyOf = p => `${p.x},${p.y}`;\nconst distance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);\n\nexport function validateArena(s) {\n for (const route of routes) for (const cell of route.cells) {\n const steps = distances.get(keyOf(cell));\n if (steps === undefined) continue;\n // Include one movement tick of reaction time for the plan's trip through Jev.\n const snakeEtaMs = steps * MOVE_INTERVAL + (arena.planDelayMs ?? MOVE_INTERVAL);\n if (snakeEtaMs > cell.appleEtaMs || snakeEtaMs > COMMIT_INTERVAL) continue;\n const key = `${route.direction}:${keyOf(cell)}`, existing = candidates.get(key);\n if (existing) { existing.weight += route.weight; continue; }\n candidates.set(key, { target: { x: cell.x, y: cell.y }, escapeDirection: route.direction,\n snakeEtaMs, appleEtaMs: cell.appleEtaMs, marginMs: cell.appleEtaMs - snakeEtaMs, weight: route.weight });\n }\n return [...candidates.values()];\n}\n\nexport function teamPlans(arena) {\n const routes = escapeRoutes(arena);\n const actors = [...arena.snakes].sort((a, b) => (snakeDistances(a).get(keyOf(arena.apple)) ?? Infinity) - (snakeDistances(b).get(keyOf(arena.apple)) ?? Infinity) || a.id - b.id);\n const candidates = new Map(actors.map(actor => [actor.id, interceptionCandidates(arena, actor, routes)]));\n const pressure = actor => ({ id: actor.id, tactic: 'chase', target: { ...arena.apple }, snakeEtaMs: (snakeDistances(actor).get(keyOf(arena.apple)) ?? SIZE * SIZE) * MOVE_INTERVAL });\n function assign(style) {\n if (actors.length === 1 && style === 'chase') return [pressure(actors[0])];\n const leader = actors.length > 1 ? actors[0] : null;\n const followers = leader ? actors.slice(1) : actors;\n let best = { score: -Infinity, assignments: [] };\n function search(index, chosen, usedDirections, usedTargets, score) {\n if (index === followers.length) { if (score > best.score) best = { score, assignments: chosen }; return; }\n const actor = followers[index];\n search(index + 1, [...chosen, pressure(actor)], usedDirections, usedTargets, score);\n const options = candidates.get(actor.id).map(candidate => {\n const axisBonus = (style === 'vertical' && ['up', 'down'].includes(candidate.escapeDirection)) || (style === 'horizontal' && ['left', 'right'].includes(candidate.escapeDirection)) ? 5 : 0;\n const value = 10 + Math.min(candidate.weight, 10) * (style === 'intercept' ? 3 : 1) + axisBonus + Math.min(candidate.marginMs, 400) / 200 - candidate.snakeEtaMs / 1000;\n return { ...candidate, value };\n }).sort((a, b) => b.value - a.value);\n const perDirection = new Map();\n const shortlist = options.filter(c => {\n const count = perDirection.get(c.escapeDirection) || 0;\n perDirection.set(c.escapeDirection, count + 1);\n return count < 6;\n });\n for (const c of shortlist) {\n if (usedDirections.has(c.escapeDirection) || usedTargets.has(keyOf(c.target))) continue;\n const assignment = { id: actor.id, tactic: style === 'intercept' ? 'intercept' : 'guard', target: c.target, escapeDirection: c.escapeDirection,\n snakeEtaMs: c.snakeEtaMs, appleEtaMs: c.appleEtaMs, marginMs: c.marginMs, routeWeight: c.weight };\n search(index + 1, [...chosen, assignment], new Set([...usedDirections, c.escapeDirection]), new Set([...usedTargets, keyOf(c.target)]), score + c.value);\n }\n }\n search(0, [], new Set(), new Set(), 0);\n return [...(leader ? [pressure(leader)] : []), ...best.assignments];\n }\n const plans = { chase: assign('chase'), intercept: assign('intercept') };\n if (actors.length > 1) { plans.vertical = assign('vertical'); plans.horizontal = assign('horizontal'); }\n return plans;\n}\n\n// A deterministic baseline for comparing Jev's selections using the same candidates.\nexport function recommendPlan(plans) {\n return Object.entries(plans).sort(([, a], [, b]) => planScore(b) - planScore(a))[0][0];\n}\nfunction planScore(assignments) {\n return assignments.reduce((score, a) => score + (a.tactic === 'chase' ? 0 : 10 + Math.min(a.routeWeight || 0, 10) * 2 + Math.min(a.marginMs, 400) / 200), 0);\n}\n\nexport function tacticTarget(arena, assignment) {\n return assignment && typeof assignment === 'object' && assignment.tactic !== 'chase' && !assignment.waypointReached ? assignment.target : arena.apple;\n}\nexport function chooseLocalMove(arena, actor, assignment = { tactic: 'chase' }) {\n // Keep progress on this assignment so leaving a waypoint never sends us back to it.\n if (assignment && typeof assignment === 'object' && assignment.target && same(actor.snake[0], assignment.target)) assignment.waypointReached = true;\n const moves = legalMoves({ ...actor, apple: arena.apple, foods: arena.foods });\n if (!moves.length) return null;\n const catchMove = moves.find(m => same(m.position, arena.apple));\n if (catchMove) return catchMove.direction;\n let target = tacticTarget(arena, assignment);\n if (moves.length === 1) return moves[0].direction;\n if (!target || routeLength(actor.snake[0], target, actor.snake) === Infinity) target = arena.apple;\n const ranked = moves.map(m => ({ ...m, distance: routeLength(m.position, target, actor.snake) }));\n const hasFood = p => Number((arena.foods || []).some(food => same(food, p)));\n ranked.sort((a, b) => a.distance - b.distance || hasFood(b.position) - hasFood(a.position) || Number(b.direction === actor.direction) - Number(a.direction === actor.direction));\n return ranked[0].direction;\n}\n\n// Apply the whole team together. Fresh proposals wait for the current short commitment.\n// Expiry is anchored to the request snapshot, so latency never extends stale targets.\nexport function acceptTeamPlan(current, proposed, now) {\n if (!proposed || proposed.expiresAt <= now || (current && current.expiresAt > now)) return current;\n return proposed;\n}\n\nexport function buildQuestion(arena, plans = teamPlans(arena)) {\n return {\n model: 'jev-1.13.0',\n state: {\n board_size: SIZE,\n apple: arena.apple,\n apple_motion: arena.appleMotion || { stepMs: MOVE_INTERVAL, idleMs: 10000 },\n food_apples: arena.foods || [],\n recent_apple_moves: arena.appleHistory,\n snakes: arena.snakes.map(actor => ({ id: actor.id, head: actor.snake[0], heading: actor.direction, length: actor.snake.length })),\n },\n questions: { plan: {\n type: 'choice',\n instructions: 'Choose a team plan to catch the human-controlled apple. Code has checked routes and arrival times: cutoff snakes can reach their fixed waypoint before the player along a plausible escape route, based on observed speed. One snake pressures the player; others cut across distinct exits when feasible. Prefer covering likely escape directions with positive arrival margins. Waypoints stay fixed briefly; after reaching one, the snake immediately pursues the player and keeps moving. Predictions are estimates, not guarantees. Food grows snakes; only catching the player ends the round. Snakes may cross each other.',\n criteria: Object.fromEntries(Object.entries(plans).map(([name, assignments]) => [name, assignments.map(a => ({ snake: a.id, role: a.tactic, target: a.target,\n ...(a.escapeDirection ? { escape: a.escapeDirection, snake_ms: a.snakeEtaMs, player_ms: a.appleEtaMs } : {}) }))])),\n } },\n };\n}\n option.value = String(actor.id); option.textContent = `Snake ${actor.id}`;\n $('snake-select').append(option);\n $('snake-count').textContent = String(state.snakes.length);\n}\nfunction showDecision() {\n const id = Number($('snake-select').value), result = decisions.get(id);\n $('decision').textContent = result ? TACTIC_LABELS[result.tactic] : 'Pursue while Jev plans.';\n $('decision-note').textContent = result ? `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence${result.escapeDirection ? ` · Covering ${result.escapeDirection}` : ''}` : 'Jev plans. Snakes follow between updates.';\n $('latency').textContent = result ? `${result.latency} ms` : '—';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`), probability = result?.probabilities?.[direction];\n row.classList.toggle('picked', direction === result?.plan);\n row.children[1].firstChild.style.width = `${(probability || 0) * 100}%`;\n row.lastChild.textContent = probability === undefined ? '—' : `${Math.round(probability * 100)}%`;\n }\n}\nfunction announce(message) {\n $('catch-pop').textContent = message;\n $('catch-pop').classList.add('show'); clearTimeout(popupTimer);\n popupTimer = setTimeout(() => $('catch-pop').classList.remove('show'), 1100);\n}\n// Deterministic short scenarios, not a claim about human enjoyment or win rates.\n// npm run compare-planners -- --jev adds one paid Jev request per scenario.\nimport { once } from 'node:events';\nimport { createGameServer } from '../server.mjs';\nimport { teamPlans, recommendPlan, chooseLocalMove, moveArenaApple, stepArenaSnake, MOVE_INTERVAL, COMMIT_INTERVAL } from '../public/game.mjs';\nconst initial = {\n apple: { x: 8, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs: 210, idleMs: 0 },\n snakes: [\n { id: 1, direction: 'right', snake: [6, 5, 4, 3].map(x => ({ x, y: 8 })) },\n { id: 2, direction: 'down', snake: [6, 5, 4, 3].map(y => ({ x: 11, y })) },\n { id: 3, direction: 'up', snake: [12, 13, 14, 15].map(y => ({ x: 8, y })) },\n ],\n};\nfunction rollout(start, assignments, moves) {\n const arena = structuredClone(start);\n assignments = structuredClone(assignments);\n let blockedHops = 0, hops = 0;\n for (let ms = 0; ms <= COMMIT_INTERVAL; ms += 5) {\n if (ms > 0 && ms % start.appleMotion.stepMs === 0) {\n if (!moveArenaApple(arena, moves[hops++ % moves.length])) blockedHops++;\n }\n // Same one-tick reaction allowance as the candidate arrival estimates.\n if (ms >= MOVE_INTERVAL * 2 && ms % MOVE_INTERVAL === 0) {\n for (const actor of arena.snakes) {\n const direction = chooseLocalMove(arena, actor, assignments.find(a => a.id === actor.id));\n if (!direction) return { caught: false, trapped: true, atMs: ms, blockedHops };\n stepArenaSnake(arena, actor, direction, () => .9);\n if (arena.caughtBy !== null) return { caught: true, atMs: ms, blockedHops };\n }\n }\n }\n return { caught: false, atMs: COMMIT_INTERVAL, blockedHops };\n}\nconst withJev = process.argv.includes('--jev');\nlet server, base;\nif (withJev) {\n server = createGameServer(); server.listen(0, '127.0.0.1'); await once(server, 'listening');\n base = `http://127.0.0.1:${server.address().port}`;\n}\ntry {\n const results = [];\n for (const [name, stepMs, moves] of [\n ['off-axis', 210, ['right']], ['straight', 210, ['right']], ['fast', 100, ['right']],\n ['turn', 210, ['right', 'right', 'up', 'up']], ['reverse', 210, ['left']],\n ]) {\n const arena = structuredClone(initial); arena.appleMotion.stepMs = stepMs;\n if (name === 'off-axis') { arena.apple = { x: 5, y: 8 }; arena.snakes = [{ id: 1, direction: 'left', snake: [12, 13, 14, 15].map(x => ({ x, y: 4 })) }]; }\n const plans = teamPlans(arena), local = recommendPlan(plans);\n const policies = [['pursuit', arena.snakes.map(s => ({ id: s.id, tactic: 'chase' })), 'chase'], ['local', plans[local], local]];\n if (withJev) {\n const response = await fetch(`${base}/api/plan`, { method: 'POST', body: JSON.stringify(arena) });\n const result = await response.json();\n if (!response.ok) throw Error(result.error);\n policies.push(['jev', result.assignments, result.plan]);\n }\n for (const [policy, assignments, plan] of policies) results.push({ scenario: name, policy, plan,\n coveredDirections: assignments.filter(a => a.escapeDirection).map(a => a.escapeDirection).join(', '), ...rollout(arena, assignments, moves) });\n }\n console.table(results);\n console.log('Scripted 1.5-second scenarios; these do not establish which controller is more fun or stronger against humans.');\n} finally { if (server) { server.closeAllConnections(); server.close(); } }\n"}>node --input-type=module <<'JS'
import { newArena, teamPlans } from './public/game.mjs';
const three = { apple: {x:8,y:8}, foods: [], appleHistory:['right','right'], appleMotion:{stepMs:210,idleMs:0}, snakes:[{id:1,direction:'right',snake:[6,5,4,3].map(x=>({x,y:8}))},{id:2,direction:'down',snake:[6,5,4,3].map(y=>({x:11,y}))},{id:3,direction:'up',snake:[12,13,14,15].map(y=>({x:8,y}))}] };
for (const [name,arena] of [['opening',{...newArena(()=>.99),appleHistory:[],appleMotion:{stepMs:210,idleMs:10000}}],['three moving',three],['three stationary',{...three,appleHistory:[],appleMotion:{stepMs:210,idleMs:10000}}]]) {
const groups=new Map();
for(const [plan,assignments] of Object.entries(teamPlans(arena))) {
const signature=JSON.stringify(assignments.map(a=>({id:a.id,behavior:a.tactic==='chase'?'pursuit':'waypoint',target:a.target})).sort((a,b)=>a.id-b.id));
groups.set(signature,[...(groups.get(signature)||[]),plan]);
}
console.log(JSON.stringify({scenario:name,identicalBehaviorGroups:[...groups.values()]}));
}
JS{"chunk_id":"c9efc2","wall_time_seconds":0.035405417,"exit_code":0,"original_token_count":72,"output":"{\"scenario\":\"opening\",\"identicalBehaviorGroups\":[[\"chase\"],[\"intercept\"]]}\n{\"scenario\":\"three moving\",\"identicalBehaviorGroups\":[[\"chase\",\"intercept\",\"horizontal\"],[\"vertical\"]]}\n{\"scenario\":\"three stationary\",\"identicalBehaviorGroups\":[[\"chase\",\"intercept\",\"horizontal\"],[\"vertical\"]]}\n"}I found a problem with how I built the choices: different strategy names can produce exactly the same behavior.
In a three-snake test, Contain, Intercept, and Left/right all assigned the same targets to the same snakes. Only Top/bottom differed. The prompt also encourages cutting off escape routes, which may favor the “Intercept” label.
So those probabilities aren’t a reliable sign that Jev is choosing between distinct strategies. They show its preference among the options we supplied—not measured chances of catching you.
The fix is to give it genuinely different plans, remove duplicate options, and make the instructions neutral. That would make both the choices and the probability display more meaningful.
No content
cool do that
I’ll make the strategies produce distinct plans, remove duplicates before asking Jev, and make the prompt neutral. I’ll also update the probability display to show only the options Jev actually received.
>sed -n '108,320p' public/game.mjs
cat server.mjs
sed -n '1,215p' public/app.mjs
cat tests/planning.test.mjs tests/server.test.mjs{"chunk_id":"eed527","wall_time_seconds":0.000014833,"exit_code":0,"original_token_count":9790,"output":" arena.apple = view.apple;\n arena.foods = view.foods;\n if (result.ate) arena.caughtBy = actor.id;\n if (result.ateFood) refillFood(arena, random);\n return result;\n}\nexport const PLAN_LABELS = { chase: 'Contain', intercept: 'Intercept', vertical: 'Top / bottom', horizontal: 'Left / right' };\nexport const TACTIC_LABELS = { chase: 'Keep pressure', intercept: 'Cut off the route', guard: 'Cut across an escape' };\nexport const MOVE_INTERVAL = 210;\nexport const PLAN_INTERVAL = 1000;\nexport const COMMIT_INTERVAL = 1500;\nconst keyOf = p => `${p.x},${p.y}`;\nconst distance = (a, b) => Math.abs(a.x - b.x) + Math.abs(a.y - b.y);\n\nexport function validateArena(s) {\n return Boolean(s && Array.isArray(s.snakes) && s.snakes.length >= 1 && s.snakes.length <= MAX_SNAKES &&\n s.snakes.every(actor => actor && Number.isInteger(actor.id) && actor.id >= 1 && actor.id <= MAX_SNAKES && validateState({ ...actor, apple: s.apple })) &&\n new Set(s.snakes.map(actor => actor.id)).size === s.snakes.length &&\n (s.foods === undefined || (Array.isArray(s.foods) && s.foods.length <= FOOD_COUNT &&\n s.foods.every(p => p && Number.isInteger(p.x) && Number.isInteger(p.y) && inside(p) && !s.snakes.some(actor => actor.snake.some(b => same(b, p)))) &&\n new Set(s.foods.map(keyOf)).size === s.foods.length)) &&\n (s.planDelayMs === undefined || (Number.isFinite(s.planDelayMs) && s.planDelayMs >= MOVE_INTERVAL && s.planDelayMs <= COMMIT_INTERVAL)) &&\n (s.appleMotion === undefined || (s.appleMotion && Number.isFinite(s.appleMotion.stepMs) && s.appleMotion.stepMs >= 85 && s.appleMotion.stepMs <= 600 && Number.isFinite(s.appleMotion.idleMs) && s.appleMotion.idleMs >= 0 && s.appleMotion.idleMs <= 10000)) &&\n Array.isArray(s.appleHistory) && s.appleHistory.length <= 4 && s.appleHistory.every(d => Object.hasOwn(DIRECTIONS, d)));\n}\n\n// Active-play timestamps exclude pauses. Old inputs stop influencing interception.\nexport function appleMotion(times, now) {\n const intervals = times.slice(1).map((t, i) => t - times[i]).filter(ms => ms >= 85 && ms <= 600).sort((a, b) => a - b);\n return { stepMs: intervals.length ? Math.round(intervals[Math.floor(intervals.length / 2)]) : MOVE_INTERVAL,\n idleMs: times.length ? Math.min(10000, Math.max(0, Math.round(now - times.at(-1)))) : 10000 };\n}\n\nfunction distanceMap(start, blocked) {\n const distances = new Map([[keyOf(start), 0]]), queue = [start];\n for (let i = 0; i < queue.length; i++) {\n const p = queue[i], nextDistance = distances.get(keyOf(p)) + 1;\n for (const d of Object.values(DIRECTIONS)) {\n const next = { x: p.x + d.x, y: p.y + d.y }, key = keyOf(next);\n if (!inside(next) || blocked.has(key) || distances.has(key)) continue;\n distances.set(key, nextDistance); queue.push(next);\n }\n }\n return distances;\n}\nfunction snakeDistances(actor) {\n return distanceMap(actor.snake[0], new Set(actor.snake.slice(0, -1).map(keyOf)));\n}\nfunction routeLength(start, target, snake) {\n return distanceMap(start, new Set(snake.slice(0, -1).map(keyOf))).get(keyOf(target)) ?? Infinity;\n}\n\n// Explore straight runs and plausible turns, not just the last direction pressed.\nexport function escapeRoutes(arena) {\n const motion = arena.appleMotion || { stepMs: MOVE_INTERVAL, idleMs: arena.appleHistory?.length ? 0 : 10000 };\n const history = motion.idleMs <= Math.max(500, motion.stepMs * 3) ? arena.appleHistory || [] : [];\n const last = history.at(-1), recent = history.slice(-2);\n const blocked = new Set(arena.snakes.flatMap(s => s.snake).map(keyOf));\n const horizon = Math.min(12, Math.floor(COMMIT_INTERVAL / motion.stepMs));\n const routes = [];\n for (const [direction, d] of Object.entries(DIRECTIONS)) {\n const first = { x: arena.apple.x + d.x, y: arena.apple.y + d.y };\n if (!inside(first) || blocked.has(keyOf(first))) continue;\n const weight = direction === last ? (recent[0] === last && recent.length === 2 ? 4 : 2) : 1;\n for (const turnAt of [Infinity, 2, 4]) {\n const turns = turnAt === Infinity ? [direction] : Object.keys(DIRECTIONS).filter(name => DIRECTIONS[name].x * d.x + DIRECTIONS[name].y * d.y === 0);\n for (const turn of turns) {\n let p = arena.apple;\n const cells = [];\n for (let step = 1; step <= horizon; step++) {\n const delta = DIRECTIONS[step > turnAt ? turn : direction];\n const next = { x: p.x + delta.x, y: p.y + delta.y };\n if (!inside(next) || blocked.has(keyOf(next))) break;\n cells.push({ ...next, appleEtaMs: Math.max(0, step * motion.stepMs - Math.min(motion.idleMs, motion.stepMs)) }); p = next;\n }\n if (cells.length) routes.push({ direction, weight: weight * (turnAt === Infinity ? 1 : .45), cells });\n }\n }\n }\n return routes;\n}\n\nexport function interceptionCandidates(arena, actor, routes = escapeRoutes(arena)) {\n const distances = snakeDistances(actor), candidates = new Map();\n for (const route of routes) for (const cell of route.cells) {\n const steps = distances.get(keyOf(cell));\n if (steps === undefined) continue;\n // Include one movement tick of reaction time for the plan's trip through Jev.\n const snakeEtaMs = steps * MOVE_INTERVAL + (arena.planDelayMs ?? MOVE_INTERVAL);\n if (snakeEtaMs > cell.appleEtaMs || snakeEtaMs > COMMIT_INTERVAL) continue;\n const key = `${route.direction}:${keyOf(cell)}`, existing = candidates.get(key);\n if (existing) { existing.weight += route.weight; continue; }\n candidates.set(key, { target: { x: cell.x, y: cell.y }, escapeDirection: route.direction,\n snakeEtaMs, appleEtaMs: cell.appleEtaMs, marginMs: cell.appleEtaMs - snakeEtaMs, weight: route.weight });\n }\n return [...candidates.values()];\n}\n\nexport function teamPlans(arena) {\n const routes = escapeRoutes(arena);\n const actors = [...arena.snakes].sort((a, b) => (snakeDistances(a).get(keyOf(arena.apple)) ?? Infinity) - (snakeDistances(b).get(keyOf(arena.apple)) ?? Infinity) || a.id - b.id);\n const candidates = new Map(actors.map(actor => [actor.id, interceptionCandidates(arena, actor, routes)]));\n const pressure = actor => ({ id: actor.id, tactic: 'chase', target: { ...arena.apple }, snakeEtaMs: (snakeDistances(actor).get(keyOf(arena.apple)) ?? SIZE * SIZE) * MOVE_INTERVAL });\n function assign(style) {\n if (actors.length === 1 && style === 'chase') return [pressure(actors[0])];\n const leader = actors.length > 1 ? actors[0] : null;\n const followers = leader ? actors.slice(1) : actors;\n let best = { score: -Infinity, assignments: [] };\n function search(index, chosen, usedDirections, usedTargets, score) {\n if (index === followers.length) { if (score > best.score) best = { score, assignments: chosen }; return; }\n const actor = followers[index];\n search(index + 1, [...chosen, pressure(actor)], usedDirections, usedTargets, score);\n const options = candidates.get(actor.id).map(candidate => {\n const axisBonus = (style === 'vertical' && ['up', 'down'].includes(candidate.escapeDirection)) || (style === 'horizontal' && ['left', 'right'].includes(candidate.escapeDirection)) ? 5 : 0;\n const value = 10 + Math.min(candidate.weight, 10) * (style === 'intercept' ? 3 : 1) + axisBonus + Math.min(candidate.marginMs, 400) / 200 - candidate.snakeEtaMs / 1000;\n return { ...candidate, value };\n }).sort((a, b) => b.value - a.value);\n const perDirection = new Map();\n const shortlist = options.filter(c => {\n const count = perDirection.get(c.escapeDirection) || 0;\n perDirection.set(c.escapeDirection, count + 1);\n return count < 6;\n });\n for (const c of shortlist) {\n if (usedDirections.has(c.escapeDirection) || usedTargets.has(keyOf(c.target))) continue;\n const assignment = { id: actor.id, tactic: style === 'intercept' ? 'intercept' : 'guard', target: c.target, escapeDirection: c.escapeDirection,\n snakeEtaMs: c.snakeEtaMs, appleEtaMs: c.appleEtaMs, marginMs: c.marginMs, routeWeight: c.weight };\n search(index + 1, [...chosen, assignment], new Set([...usedDirections, c.escapeDirection]), new Set([...usedTargets, keyOf(c.target)]), score + c.value);\n }\n }\n search(0, [], new Set(), new Set(), 0);\n return [...(leader ? [pressure(leader)] : []), ...best.assignments];\n }\n const plans = { chase: assign('chase'), intercept: assign('intercept') };\n if (actors.length > 1) { plans.vertical = assign('vertical'); plans.horizontal = assign('horizontal'); }\n return plans;\n}\n\n// A deterministic baseline for comparing Jev's selections using the same candidates.\nexport function recommendPlan(plans) {\n return Object.entries(plans).sort(([, a], [, b]) => planScore(b) - planScore(a))[0][0];\n}\nfunction planScore(assignments) {\n return assignments.reduce((score, a) => score + (a.tactic === 'chase' ? 0 : 10 + Math.min(a.routeWeight || 0, 10) * 2 + Math.min(a.marginMs, 400) / 200), 0);\n}\n\nexport function tacticTarget(arena, assignment) {\n return assignment && typeof assignment === 'object' && assignment.tactic !== 'chase' && !assignment.waypointReached ? assignment.target : arena.apple;\n}\nexport function chooseLocalMove(arena, actor, assignment = { tactic: 'chase' }) {\n // Keep progress on this assignment so leaving a waypoint never sends us back to it.\n if (assignment && typeof assignment === 'object' && assignment.target && same(actor.snake[0], assignment.target)) assignment.waypointReached = true;\n const moves = legalMoves({ ...actor, apple: arena.apple, foods: arena.foods });\n if (!moves.length) return null;\n const catchMove = moves.find(m => same(m.position, arena.apple));\n if (catchMove) return catchMove.direction;\n let target = tacticTarget(arena, assignment);\n if (moves.length === 1) return moves[0].direction;\n if (!target || routeLength(actor.snake[0], target, actor.snake) === Infinity) target = arena.apple;\n const ranked = moves.map(m => ({ ...m, distance: routeLength(m.position, target, actor.snake) }));\n const hasFood = p => Number((arena.foods || []).some(food => same(food, p)));\n ranked.sort((a, b) => a.distance - b.distance || hasFood(b.position) - hasFood(a.position) || Number(b.direction === actor.direction) - Number(a.direction === actor.direction));\n return ranked[0].direction;\n}\n\n// Apply the whole team together. Fresh proposals wait for the current short commitment.\n// Expiry is anchored to the request snapshot, so latency never extends stale targets.\nexport function acceptTeamPlan(current, proposed, now) {\n if (!proposed || proposed.expiresAt <= now || (current && current.expiresAt > now)) return current;\n return proposed;\n}\n\nexport function buildQuestion(arena, plans = teamPlans(arena)) {\n return {\n model: 'jev-1.13.0',\n state: {\n board_size: SIZE,\n apple: arena.apple,\n apple_motion: arena.appleMotion || { stepMs: MOVE_INTERVAL, idleMs: 10000 },\n food_apples: arena.foods || [],\n recent_apple_moves: arena.appleHistory,\n snakes: arena.snakes.map(actor => ({ id: actor.id, head: actor.snake[0], heading: actor.direction, length: actor.snake.length })),\n },\n questions: { plan: {\n type: 'choice',\n instructions: 'Choose a team plan to catch the human-controlled apple. Code has checked routes and arrival times: cutoff snakes can reach their fixed waypoint before the player along a plausible escape route, based on observed speed. One snake pressures the player; others cut across distinct exits when feasible. Prefer covering likely escape directions with positive arrival margins. Waypoints stay fixed briefly; after reaching one, the snake immediately pursues the player and keeps moving. Predictions are estimates, not guarantees. Food grows snakes; only catching the player ends the round. Snakes may cross each other.',\n criteria: Object.fromEntries(Object.entries(plans).map(([name, assignments]) => [name, assignments.map(a => ({ snake: a.id, role: a.tactic, target: a.target,\n ...(a.escapeDirection ? { escape: a.escapeDirection, snake_ms: a.snakeEtaMs, player_ms: a.appleEtaMs } : {}) }))])),\n } },\n };\n}\nimport http from 'node:http';\nimport { resolve } from 'node:path';\nimport { readFile } from 'node:fs/promises';\nimport { fileURLToPath } from 'node:url';\nimport { buildQuestion, validateArena, teamPlans, COMMIT_INTERVAL, recommendPlan } from './public/game.mjs';\n\ntry { process.loadEnvFile(fileURLToPath(new URL('.env', import.meta.url))); } catch (error) {\n if (error.code !== 'ENOENT') throw error;\n}\nconst apiKey = process.env.JEV_API_KEY || process.env.TYPESAFE_API_KEY;\nconst port = Number(process.env.PORT || 3000);\nconst files = new Map([\n ['/', ['index.html', 'text/html']],\n ['/style.css', ['style.css', 'text/css']],\n ['/app.mjs', ['app.mjs', 'text/javascript']],\n ['/game.mjs', ['game.mjs', 'text/javascript']],\n ['/favicon.svg', ['favicon.svg', 'image/svg+xml']],\n]);\nfunction json(res, status, body) {\n res.writeHead(status, { 'Content-Type': 'application/json', 'Cache-Control': 'no-store' });\n res.end(JSON.stringify(body));\n}\nexport function createGameServer({ key = apiKey, upstreamFetch = fetch } = {}) {\n let pending = 0;\n // Process-wide accounting includes responses whose browser request was cancelled.\n const usage = { requests: 0, responses: 0, inputTokens: 0 };\n const telemetry = () => ({ ...usage, cost: usage.inputTokens / 1000000 * .042 });\n return http.createServer(async (req, res) => {\n res.setHeader('X-Content-Type-Options', 'nosniff');\n res.setHeader('Content-Security-Policy', \"default-src 'self'; script-src 'self'; style-src 'self'; img-src 'self' data:; connect-src 'self'; frame-ancestors 'none'\");\n const path = new URL(req.url, `http://localhost:${port}`).pathname;\n if (req.method === 'GET' && path === '/api/status') return json(res, 200, { configured: Boolean(key), model: 'jev-1.13.0' });\n if (req.method === 'GET' && path === '/api/usage') return json(res, 200, telemetry());\n if (req.method === 'POST' && path === '/api/plan') {\n // The local API is same-origin only; the upstream key never reaches the browser.\n if (req.headers.origin && req.headers.origin !== `http://${req.headers.host}`) return json(res, 403, { error: 'Wrong origin.' });\n if (!key) return json(res, 503, { error: 'Add JEV_API_KEY to .env, then restart the server.' });\n let buffer = '';\n try {\n for await (const chunk of req) {\n buffer += chunk;\n if (buffer.length > 20000) return json(res, 413, { error: 'Request too large.' });\n }\n const state = JSON.parse(buffer);\n if (!validateArena(state)) return json(res, 400, { error: 'Invalid board.' });\n const plans = teamPlans(state);\n if (pending >= 6) return json(res, 429, { error: 'Too many active plans. Retry in a moment.' });\n pending++;\n const started = performance.now();\n try {\n usage.requests++;\n const response = await upstreamFetch('https://api.typesafe.ai/v1/systemone', {\n method: 'POST',\n headers: { Authorization: `Bearer ${key}`, 'Content-Type': 'application/json' },\n body: JSON.stringify(buildQuestion(state, plans)),\n signal: AbortSignal.timeout(5000),\n });\n if (!response.ok) {\n const messages = { 401: 'Jev rejected the API key.', 429: 'Jev is busy. Retry in a moment.', 529: 'Jev is overloaded. Retry in a moment.' };\n return json(res, 502, { error: messages[response.status] || `Jev returned HTTP ${response.status}.` });\n }\n const data = await response.json();\n usage.responses++;\n if (Number.isFinite(data.usage?.input_tokens) && data.usage.input_tokens >= 0) usage.inputTokens += data.usage.input_tokens;\n const answer = data.answers?.plan;\n if (!answer || answer.type !== 'choice' || !Object.hasOwn(plans, answer.choice) ||\n !Number.isFinite(answer.confidence) || answer.confidence < 0 || answer.confidence > 1 ||\n !answer.probabilities || !Object.keys(plans).every(name => Number.isFinite(answer.probabilities[name]) && answer.probabilities[name] >= 0 && answer.probabilities[name] <= 1)) {\n return json(res, 502, { error: 'Jev returned an invalid plan. Try again.' });\n }\n return json(res, 200, { plan: answer.choice, localRecommendation: recommendPlan(plans), commitMs: COMMIT_INTERVAL, assignments: plans[answer.choice], confidence: answer.confidence, probabilities: answer.probabilities, latency: Math.round(performance.now() - started), usage: telemetry(), model: data.model });\n } finally { pending--; }\n } catch (error) {\n return json(res, error instanceof SyntaxError ? 400 : 502, { error: error instanceof SyntaxError ? 'Invalid request.' : 'Could not reach Jev. Retry when your connection is back.' });\n }\n }\n if (req.method === 'GET' && files.has(path)) {\n try {\n const [filename, type] = files.get(path);\n const data = await readFile(new URL(`public/${filename}`, import.meta.url));\n res.writeHead(200, { 'Content-Type': `${type}; charset=utf-8`, 'Cache-Control': 'no-cache' });\n return res.end(data);\n } catch { return json(res, 500, { error: 'Could not load the game.' }); }\n }\n json(res, 404, { error: 'Not found.' });\n });\n}\nif (process.argv[1] && resolve(process.argv[1]) === fileURLToPath(import.meta.url)) {\n createGameServer().listen(port, '127.0.0.1', () => console.log(`Apple vs. Jev → http://localhost:${port} (${apiKey ? 'Jev connected' : 'API key missing'})`));\n}\nimport { SIZE, MAX_SNAKES, DIRECTIONS, newArena, spawnDueSnakes, moveArenaApple, stepArenaSnake, chooseLocalMove, PLAN_LABELS, TACTIC_LABELS, MOVE_INTERVAL, PLAN_INTERVAL, COMMIT_INTERVAL, appleMotion, acceptTeamPlan } from './game.mjs';\n\nconst $ = id => document.getElementById(id);\nconst canvas = $('board'), ctx = canvas.getContext('2d');\nlet state = newArena(), previousApple = { ...state.apple };\nconst visuals = new Map(), decisions = new Map();\nlet nextMovementAt = 0, planInFlight = false, nextPlanAt = 0;\nlet currentTeamPlan = null, proposedTeamPlan = null;\nlet appleMoveTimes = [];\nlet runAbort = new AbortController();\nlet appleMovedAt = 0, running = false, started = false, finished = false, ready = false;\nlet epoch = 0, elapsed = 0, catches = 0, calls = 0, tokens = 0, lastFrame = performance.now(), lastHop = 0;\nlet appleHistory = [], best = 0, popupTimer;\ntry { best = Number(localStorage.getItem('apple-vs-jev-survival-best')) || 0; } catch {}\n$('best').textContent = `${best.toFixed(1)}s`;\n\nfor (const direction of Object.keys(PLAN_LABELS)) {\n const row = document.createElement('div'); row.className = 'prob-row'; row.id = `prob-${direction}`;\n const label = document.createElement('span'); label.textContent = PLAN_LABELS[direction];\n const track = document.createElement('div'); track.className = 'track';\n const fill = document.createElement('div'); fill.className = 'fill'; fill.style.width = '0%'; track.append(fill);\n const value = document.createElement('span'); value.textContent = '—'; row.append(label, track, value);\n $('probabilities').append(row);\n}\nfunction registerSnake(actor) {\n visuals.set(actor.id, { previous: actor.snake.map(p => ({ ...p })), movedAt: 0 });\n const option = document.createElement('option');\n option.value = String(actor.id); option.textContent = `Snake ${actor.id}`;\n $('snake-select').append(option);\n $('snake-count').textContent = String(state.snakes.length);\n}\nfunction showDecision() {\n const id = Number($('snake-select').value), result = decisions.get(id);\n $('decision').textContent = result ? TACTIC_LABELS[result.tactic] : 'Pursue while Jev plans.';\n $('decision-note').textContent = result ? `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence${result.escapeDirection ? ` · Covering ${result.escapeDirection}` : ''}` : 'Jev plans. Snakes follow between updates.';\n $('latency').textContent = result ? `${result.latency} ms` : '—';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`), probability = result?.probabilities?.[direction];\n row.classList.toggle('picked', direction === result?.plan);\n row.children[1].firstChild.style.width = `${(probability || 0) * 100}%`;\n row.lastChild.textContent = probability === undefined ? '—' : `${Math.round(probability * 100)}%`;\n }\n}\nfunction announce(message) {\n $('catch-pop').textContent = message;\n $('catch-pop').classList.add('show'); clearTimeout(popupTimer);\n popupTimer = setTimeout(() => $('catch-pop').classList.remove('show'), 1100);\n}\n$('snake-select').addEventListener('change', showDecision);\nstate.snakes.forEach(registerSnake);\nfunction badge(label, kind) {\n const el = $('connection'); el.className = `live-badge ${kind}`;\n el.replaceChildren(document.createElement('span'), document.createTextNode(label));\n}\nasync function checkConnection() {\n $('start').disabled = true;\n try {\n const response = await fetch('/api/status');\n if (!response.ok) throw new Error('Server unavailable.');\n const result = await response.json(); ready = result.configured;\n refreshUsage();\n badge(ready ? 'Jev ready' : 'Key needed', ready ? 'ready' : 'error');\n $('setup-hint').textContent = ready ? 'Arrow keys / WASD' : 'Add JEV_API_KEY to .env and restart the server.';\n $('start').disabled = !ready;\n } catch {\n badge('Server offline', 'error');\n $('setup-hint').textContent = 'Start the local server with npm start, then reload.';\n }\n}\nfunction overlay(tag, title, copy, button, hint = '') {\n $('overlay-tag').textContent = tag; $('overlay-title').textContent = title;\n $('overlay-copy').textContent = copy;\n $('start').textContent = button;\n $('setup-hint').textContent = hint; $('overlay').hidden = false;\n}\nfunction saveBest() {\n if (elapsed > best) {\n best = elapsed; $('best').textContent = `${best.toFixed(1)}s`;\n try { localStorage.setItem('apple-vs-jev-survival-best', String(best)); } catch {}\n }\n}\nfunction reset() {\n epoch++; running = false; started = false; finished = false;\n runAbort.abort(); state = newArena(); previousApple = { ...state.apple };\n visuals.clear(); decisions.clear(); $('snake-select').replaceChildren(); state.snakes.forEach(registerSnake);\n elapsed = 0; catches = 0; appleHistory = []; appleMoveTimes = []; lastHop = 0;\n currentTeamPlan = null; proposedTeamPlan = null;\n $('catches').textContent = '0'; $('next-snake').textContent = 'Next snake in 15s';\n showDecision();\n $('decision').textContent = 'Waiting to start.';\n $('decision-note').textContent = 'Jev plans. Snakes follow between updates.';\n for (const direction of Object.keys(PLAN_LABELS)) {\n const row = $(`prob-${direction}`); row.classList.remove('picked'); row.children[1].firstChild.style.width = '0%'; row.lastChild.textContent = '—';\n }\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n}\nfunction start() {\n if (!ready || running) return;\n if (finished) reset();\n runAbort.abort(); runAbort = new AbortController();\n running = true; started = true; epoch++;\n $('overlay').hidden = true; $('pause').disabled = false;\n $('pause').replaceChildren(document.createTextNode('Pause '), Object.assign(document.createElement('span'), { className: 'key', textContent: 'P' }));\n canvas.focus({ preventScroll: true });\n badge('Jev live', 'ready');\n currentTeamPlan = null; proposedTeamPlan = null;\n decisions.clear(); showDecision();\n nextMovementAt = performance.now() + MOVE_INTERVAL;\n requestPlan(epoch);\n}\nfunction pause() {\n if (!started || finished) return;\n if (!running) { start(); return; }\n running = false; epoch++; runAbort.abort();\n badge('Paused', '');\n overlay('Paused', 'Take your time.', 'The snakes and your timer are paused.', 'Resume');\n $('pause').textContent = 'Resume P';\n}\nfunction win(actor, collision = false) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n $('pause').disabled = true; badge('You win', 'ready');\n overlay('You win', collision ? 'Snake hit itself.' : 'Snake trapped.', `Snake ${actor.id} ${collision ? 'hit its own body' : 'ran out of safe moves'}. Round time: ${elapsed.toFixed(1)} seconds.`, 'Play again');\n}\nfunction caught(actor) {\n saveBest(); running = false; finished = true; epoch++; runAbort.abort();\n catches++; $('catches').textContent = String(catches);\n $('pause').disabled = true; badge('Game over', '');\n clearTimeout(popupTimer); $('catch-pop').classList.remove('show');\n overlay('Game over', 'You got caught.', `Snake ${actor.id} caught you after ${elapsed.toFixed(1)} seconds. Continue to start a new round with one snake.`, 'Continue');\n}\nfunction recordUsage(usage) {\n calls = usage.requests; tokens = usage.inputTokens;\n $('calls').textContent = String(calls);\n $('cost').textContent = `$${usage.cost.toFixed(4)}`;\n}\nasync function refreshUsage() {\n try {\n const response = await fetch('/api/usage');\n if (response.ok) recordUsage(await response.json());\n } catch {} // Accounting remains on the server even if the browser is disconnected.\n}\nsetInterval(refreshUsage, 3000);\n\nasync function requestPlan(runEpoch) {\n if (planInFlight || !running || epoch !== runEpoch) return;\n planInFlight = true;\n const requestedAt = performance.now();\n nextPlanAt = requestedAt + PLAN_INTERVAL;\n const snapshot = { snakes: state.snakes.map(actor => ({ id: actor.id, snake: actor.snake.map(p => ({ ...p })), direction: actor.direction })), apple: { ...state.apple }, foods: state.foods.map(p => ({ ...p })), appleHistory: [...appleHistory], appleMotion: appleMotion(appleMoveTimes, elapsed * 1000), planDelayMs: Math.min(COMMIT_INTERVAL, Math.max(MOVE_INTERVAL, currentTeamPlan ? currentTeamPlan.expiresAt - requestedAt : 0, currentTeamPlan?.latency || 0)) };\n try {\n const response = await fetch('/api/plan', {\n method: 'POST', headers: { 'Content-Type': 'application/json' },\n body: JSON.stringify(snapshot), signal: AbortSignal.any([runAbort.signal, AbortSignal.timeout(6500)]),\n });\n const result = await response.json();\n if (result.usage) recordUsage(result.usage);\n if (!running || epoch !== runEpoch) return;\n if (!response.ok) throw new Error(result.error || 'Jev could not choose a plan.');\n proposedTeamPlan = { ...result, expiresAt: requestedAt + (result.commitMs || COMMIT_INTERVAL) };\n if (!currentTeamPlan && proposedTeamPlan.expiresAt <= performance.now()) throw new Error('Jev’s first plan arrived too late. Retry to get a fresh plan.');\n applyTeamPlan(performance.now());\n } catch (error) {\n if (!running || epoch !== runEpoch) return;\n running = false; epoch++; runAbort.abort(); badge('Jev disconnected', 'error');\n overlay('Connection lost', 'Snakes paused.', error.name === 'TimeoutError' ? 'Jev took too long to plan. Your timer is paused.' : error.message, 'Retry');\n $('decision').textContent = 'Waiting for a plan.';\n $('decision-note').textContent = 'Resume to get a fresh team plan.';\n $('pause').textContent = 'Resume P';\n } finally {\n planInFlight = false;\n }\n}\nfunction applyTeamPlan(now) {\n const accepted = acceptTeamPlan(currentTeamPlan, proposedTeamPlan, now);\n if (accepted === currentTeamPlan) return;\n currentTeamPlan = accepted; proposedTeamPlan = null;\n decisions.clear();\n for (const assignment of accepted.assignments) decisions.set(assignment.id, { ...accepted, ...assignment });\n showDecision();\n}\nfunction moveSnakes(now) {\n applyTeamPlan(now);\n if (now < nextMovementAt) return;\n // Never replay missed steps after a slow frame or a pause.\n nextMovementAt = now + MOVE_INTERVAL;\n for (const actor of state.snakes) {\n const plan = decisions.get(actor.id);\n const assignment = plan && now < plan.expiresAt ? plan : { tactic: 'chase' };\n const direction = chooseLocalMove(state, actor, assignment);\n if (!direction) { win(actor); return; }\n const visual = visuals.get(actor.id);\n visual.previous = actor.snake.map(p => ({ ...p }));\n const move = stepArenaSnake(state, actor, direction);\n if (move.collision) { win(actor, true); return; }\n if (!move.valid) continue;\n visual.movedAt = now;\n if (move.ate) { caught(actor); return; }\n }\n}\n\nfunction hop(direction) {\n if (!running || performance.now() - lastHop < 85) return;\n const prev = { ...state.apple };\n if (moveArenaApple(state, direction)) {\n previousApple = prev; appleMovedAt = performance.now(); lastHop = appleMovedAt;\n appleHistory.push(direction); appleHistory = appleHistory.slice(-4);\n appleMoveTimes.push(elapsed * 1000); appleMoveTimes = appleMoveTimes.slice(-5);\n }\n}\nconst keyMap = { ArrowUp: 'up', ArrowDown: 'down', ArrowLeft: 'left', ArrowRight: 'right', w: 'up', a: 'left', s: 'down', d: 'right' };\ndocument.addEventListener('keydown', e => {\n if (e.target instanceof HTMLSelectElement) return;\n const key = e.key.length === 1 ? e.key.toLowerCase() : e.key;\n if (keyMap[key]) { e.preventDefault(); if (!e.repeat) hop(keyMap[key]); }\n if (key === 'p' || (e.code === 'Space' && e.target === canvas)) { e.preventDefault(); if (!e.repeat) pause(); }\nimport test from 'node:test';\nimport assert from 'node:assert/strict';\nimport { appleMotion, escapeRoutes, interceptionCandidates, teamPlans, recommendPlan, chooseLocalMove, tacticTarget, acceptTeamPlan, MOVE_INTERVAL, COMMIT_INTERVAL, validateArena, stepArenaSnake, moveArenaApple } from '../public/game.mjs';\n\nexport function scenario(stepMs = 210) {\n return { apple: { x: 8, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs, idleMs: 0 }, snakes: [\n { id: 1, direction: 'right', snake: [6, 5, 4, 3].map(x => ({ x, y: 8 })) },\n { id: 2, direction: 'down', snake: [6, 5, 4, 3].map(y => ({ x: 11, y })) },\n { id: 3, direction: 'up', snake: [12, 13, 14, 15].map(y => ({ x: 8, y })) },\n ] };\n}\ntest('measured movement speed excludes pauses and expires stale direction evidence', () => {\n assert.deepEqual(appleMotion([100, 260, 420, 580], 630), { stepMs: 160, idleMs: 50 });\n assert.equal(appleMotion([0, 200, 3000, 3200], 3300).stepMs, 200);\n assert.equal(appleMotion([], 500).idleMs, 10000);\n const arena = scenario();\n assert.ok(escapeRoutes(arena).find(r => r.direction === 'right').weight > escapeRoutes(arena).find(r => r.direction === 'up').weight);\n arena.appleMotion.idleMs = 2000;\n assert.equal(escapeRoutes(arena).find(r => r.direction === 'right').weight, escapeRoutes(arena).find(r => r.direction === 'up').weight);\n});\ntest('interception requires reachable arrival before the player and accounts for speed', () => {\n const arena = scenario(), actor = arena.snakes[1];\n const slow = interceptionCandidates(arena, actor).filter(c => c.escapeDirection === 'right');\n assert.ok(slow.some(c => c.target.x === 11 && c.target.y === 8));\n assert.ok(slow.every(c => c.snakeEtaMs <= c.appleEtaMs && c.snakeEtaMs <= COMMIT_INTERVAL));\n arena.appleMotion.stepMs = 85;\n const fast = interceptionCandidates(arena, actor).filter(c => c.escapeDirection === 'right');\n assert.ok(!fast.some(c => c.target.x === 11 && c.target.y === 8), 'Cannot beat the faster apple to the same crossing');\n});\ntest('one pressure snake and two different escape routes replace a following pack', () => {\n const arena = scenario();\n for (const assignments of Object.values(teamPlans(arena))) {\n assert.equal(assignments.filter(a => a.tactic === 'chase').length, 1);\n const cutoffs = assignments.filter(a => a.tactic !== 'chase');\n assert.equal(new Set(cutoffs.map(a => a.escapeDirection)).size, 2);\n assert.equal(new Set(cutoffs.map(a => JSON.stringify(a.target))).size, 2);\n assert.ok(cutoffs.every(a => a.marginMs >= 0));\n }\n assert.ok(teamPlans(arena)[recommendPlan(teamPlans(arena))]);\n});\ntest('cutoff targets stay fixed when the apple turns; pressure follows the apple', () => {\n const arena = scenario(), plans = teamPlans(arena);\n const cutoff = plans.intercept.find(a => a.tactic === 'intercept'), before = { ...cutoff.target };\n arena.apple = { x: 7, y: 7 }; arena.appleHistory = ['up', 'left'];\n assert.deepEqual(tacticTarget(arena, cutoff), before);\n assert.deepEqual(tacticTarget(arena, { tactic: 'chase' }), arena.apple);\n});\ntest('reaching a cutoff immediately starts pursuit and never returns to the completed waypoint', () => {\n const arena = scenario(), actor = arena.snakes[1];\n const assignment = { tactic: 'guard', target: { x: 11, y: 8 } };\n assert.equal(chooseLocalMove(arena, actor, assignment), 'down');\n stepArenaSnake(arena, actor, 'down'); stepArenaSnake(arena, actor, 'down');\n assert.equal(chooseLocalMove(arena, actor, assignment), 'left');\n stepArenaSnake(arena, actor, 'left');\n arena.apple = { x: 10, y: 6 };\n assert.equal(chooseLocalMove(arena, actor, assignment), 'up');\n assert.deepEqual(tacticTarget(arena, assignment), arena.apple);\n // Even an unfinished waypoint never takes precedence over an immediate catch.\n arena.apple = { x: 9, y: 8 };\n assert.equal(chooseLocalMove(arena, actor, { tactic: 'guard', target: { x: 10, y: 10 } }), 'left');\n});\ntest('plans commit together, queued proposals take over on expiry, stale responses are rejected', () => {\n const first = { expiresAt: 1500, assignments: teamPlans(scenario()).intercept };\n const next = { expiresAt: 2500, assignments: teamPlans(scenario()).vertical };\n assert.equal(acceptTeamPlan(null, first, 200), first);\n assert.equal(acceptTeamPlan(first, next, 1200), first);\n assert.equal(acceptTeamPlan(first, next, 1500), next);\n assert.equal(acceptTeamPlan(first, next, 2600), first);\n assert.equal(acceptTeamPlan(null, first, 1600), null);\n});\ntest('walls and own-body barriers rule out impossible interception', () => {\n const arena = scenario(); arena.apple = { x: 16, y: 0 };\n assert.ok(escapeRoutes(arena).every(r => !['up', 'right'].includes(r.direction)));\n const actor = { id: 1, direction: 'left', snake: [{ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 1, y: 1 }, { x: 0, y: 1 }, { x: 0, y: 2 }] };\n assert.equal(interceptionCandidates(arena, actor).length, 0);\n});\ntest('invalid speed telemetry is rejected before planning', () => {\n for (const appleMotion of [null, { stepMs: 0, idleMs: 0 }, { stepMs: 210, idleMs: -1 }, { stepMs: 1e10, idleMs: 0 }]) assert.equal(validateArena({ ...scenario(), appleMotion }), false);\n assert.equal(validateArena(scenario()), true);\n});\n\ntest('an off-axis snake cuts across and catches a running apple that pure pursuit misses', () => {\n const start = { apple: { x: 5, y: 8 }, foods: [], caughtBy: null, appleHistory: ['right', 'right'], appleMotion: { stepMs: 210, idleMs: 0 },\n snakes: [{ id: 1, direction: 'left', snake: [12, 13, 14, 15].map(x => ({ x, y: 4 })) }] };\n const assignment = teamPlans(start).intercept[0];\n assert.equal(assignment.tactic, 'intercept');\n const outcomes = [];\n for (const plan of [{ tactic: 'chase' }, assignment]) {\n const arena = structuredClone(start);\n for (let tick = 1; tick <= 7 && !arena.caughtBy; tick++) {\n moveArenaApple(arena, 'right');\n if (tick < 2) continue;\n const move = chooseLocalMove(arena, arena.snakes[0], plan);\n if (move) stepArenaSnake(arena, arena.snakes[0], move);\n }\n outcomes.push(arena.caughtBy);\n }\n assert.deepEqual(outcomes, [null, 1]);\n});\ntest('queued plan timing excludes cutoffs that cannot be reached after the commitment', () => {\n const arena = scenario(); arena.planDelayMs = 630;\n const candidates = interceptionCandidates(arena, arena.snakes[1]);\n assert.ok(!candidates.some(c => c.escapeDirection === 'right' && c.target.x === 11 && c.target.y === 8));\n});\nimport test from 'node:test';\nimport assert from 'node:assert/strict';\nimport { once } from 'node:events';\nimport { createGameServer } from '../server.mjs';\nimport { newArena, spawnDueSnakes } from '../public/game.mjs';\n\nasync function fixture(t, upstreamFetch) {\n const server = createGameServer({ key: 'test-key', upstreamFetch });\n server.listen(0, '127.0.0.1');\n await once(server, 'listening');\n t.after(() => { server.closeAllConnections(); server.close(); });\n return `http://127.0.0.1:${server.address().port}`;\n}\nconst snapshot = () => ({ ...newArena(), appleHistory: [] });\nconst send = (base, state, signal) => fetch(`${base}/api/plan`, { method: 'POST', body: JSON.stringify(state), signal });\nfunction answer(body, choice = 'chase') {\n const options = Object.keys(body.questions.plan.criteria);\n return Response.json({ model: body.model, usage: { input_tokens: 600 }, answers: { plan: { type: 'choice', choice, confidence: 1, probabilities: Object.fromEntries(options.map(option => [option, Number(option === choice)])) } } });\n}\n\ntest('one upstream call returns coordinated assignments for all three snakes', async t => {\n let requests = 0;\n const base = await fixture(t, async (_url, options) => { requests++; return answer(JSON.parse(options.body), 'vertical'); });\n const arena = snapshot(); spawnDueSnakes(arena, 25, () => .5);\n const response = await send(base, arena), result = await response.json();\n assert.equal(response.status, 200);\n assert.equal(requests, 1);\n assert.equal(result.assignments.length, 3);\n assert.equal(new Set(result.assignments.map(a => a.id)).size, 3);\n assert.ok(result.assignments.every(a => a.target && ['chase', 'guard', 'intercept'].includes(a.tactic)));\n assert.equal(result.commitMs, 1500);\n assert.ok(result.localRecommendation);\n assert.equal(result.usage.inputTokens, 600);\n assert.equal(result.usage.cost, 600 / 1e6 * .042);\n});\ntest('malformed states are rejected before making paid requests', async t => {\n const base = await fixture(t, () => { assert.fail('Must not call upstream'); });\n for (const snakes of [[], [null], [snapshot().snakes[0], snapshot().snakes[0]]]) assert.equal((await send(base, { ...snapshot(), snakes })).status, 400);\n});\ntest('invalid model choices are rejected while their token usage is counted', async t => {\n const base = await fixture(t, async (_url, options) => answer(JSON.parse(options.body), 'invalid'));\n assert.equal((await send(base, snapshot())).status, 502);\n const usage = await (await fetch(`${base}/api/usage`)).json();\n assert.equal(usage.inputTokens, 600);\n});\ntest('browser cancellation does not lose completed upstream token usage', async t => {\n let started, finish;\n const ready = new Promise(resolve => { started = resolve; });\n const base = await fixture(t, async (_url, options) => {\n started();\n await new Promise(resolve => { finish = resolve; });\n return answer(JSON.parse(options.body));\n });\n const controller = new AbortController();\n const pending = send(base, snapshot(), controller.signal);\n const rejected = assert.rejects(pending, { name: 'AbortError' });\n await ready; controller.abort(); await rejected; finish();\n let usage;\n for (let i = 0; i < 30; i++) {\n usage = await (await fetch(`${base}/api/usage`)).json();\n if (usage.responses) break;\n await new Promise(resolve => setTimeout(resolve, 10));\n }\n assert.equal(usage.requests, 1);\n assert.equal(usage.inputTokens, 600);\n});\n"}{}
{}
{}{}
{}
{}{}
{}
{}>python3 - <<'PY'
p='tests/planning.test.mjs'; s=open(p).read().replace('appleMotion, escapeRoutes,', 'distinctPlans, modelOptions, buildQuestion, appleMotion, escapeRoutes,'); s=s.replace("test('one pressure snake and two different escape routes replace a following pack', () => {", "test('direct pursuit and coordinated cutoffs are different strategies with distinct roles', () => {"); s=s.replace(' for (const assignments of Object.values(teamPlans(arena))) {\n assert.equal(assignments.filter(a => a.tactic === \'chase\').length, 1);', ''' const plans = teamPlans(arena);
assert.ok(plans.chase.every(a => a.tactic === 'chase'));
assert.equal(plans.intercept.filter(a => a.tactic === 'chase').length, 1);
for (const [name, assignments] of Object.entries(plans)) {
if (name === 'chase') continue;
assert.ok(assignments.some(a => a.tactic === 'chase'));'''); s=s.replace(' assert.equal(new Set(cutoffs.map(a => a.escapeDirection)).size, 2);\n assert.equal(new Set(cutoffs.map(a => JSON.stringify(a.target))).size, 2);', ''' assert.ok(cutoffs.length > 0);
assert.equal(new Set(cutoffs.map(a => a.escapeDirection)).size, cutoffs.length);
assert.equal(new Set(cutoffs.map(a => JSON.stringify(a.target))).size, cutoffs.length);
if (name === 'vertical') assert.ok(cutoffs.every(a => ['up', 'down'].includes(a.escapeDirection)));
if (name === 'horizontal') assert.ok(cutoffs.every(a => ['left', 'right'].includes(a.escapeDirection)));'''); s+='''
test('identical execution is offered once even when labels, roles, ordering or scores differ', () => {
const a = [{ id: 1, tactic: 'chase', target: { x: 8, y: 8 } }, { id: 2, tactic: 'intercept', target: { x: 10, y: 8 }, marginMs: 100 }];
const b = [{ ...a[1], tactic: 'guard', marginMs: 900 }, { ...a[0] }];
const c = [{ ...a[0] }, { ...a[1], target: { x: 10, y: 9 } }];
const offered = distinctPlans({ intercept: a, horizontal: b, vertical: c });
assert.deepEqual(Object.keys(offered), ['intercept', 'vertical']);
assert.deepEqual(a[0], { id: 1, tactic: 'chase', target: { x: 8, y: 8 } });
});
test('every offered plan has distinct movement targets across speeds and player headings', () => {
for (const stepMs of [85, 210, 600]) for (const direction of ['up', 'right', 'down', 'left']) {
const arena = scenario(stepMs); arena.appleHistory = [direction, direction];
const plans = teamPlans(arena);
const signatures = Object.values(plans).map(assignments => JSON.stringify([...assignments].sort((a,b) => a.id-b.id).map(a => [a.id, a.tactic === 'chase' ? 'pursuit' : a.target])));
assert.equal(new Set(signatures).size, signatures.length);
}
});
test('model options use anonymous IDs and the same movement descriptions for both cutoff labels', () => {
const arena = scenario(), plans = teamPlans(arena), request = buildQuestion(arena, plans);
const mapping = modelOptions(plans);
assert.equal(Object.keys(request.questions.plan.criteria).length, Object.keys(plans).length);
for (const [option, name] of Object.entries(mapping)) {
assert.match(option, /^option_\\d+$/);
assert.deepEqual(request.questions.plan.criteria[option].map(a => a.target), plans[name].map(a => a.target));
assert.ok(request.questions.plan.criteria[option].every(a => ['direct pursuit', 'waypoint then pursuit'].includes(a.movement)));
}
});
'''; open(p,'w').write(s)
p='tests/server.test.mjs'; s=open(p).read().replace('newArena, spawnDueSnakes', 'newArena, spawnDueSnakes, teamPlans'); s=s.replace("function answer(body, choice = 'chase')", 'function answer(body, choice = Object.keys(body.questions.plan.criteria)[0])'); s=s.replace("return answer(JSON.parse(options.body), 'vertical');", 'return answer(JSON.parse(options.body));'); s=s.replace(' assert.equal(requests, 1);', " assert.equal(requests, 1);\n assert.equal(result.source, 'jev');\n assert.equal(result.plan, 'chase');\n assert.deepEqual(Object.keys(result.probabilities), Object.keys(teamPlans(arena)));\n assert.deepEqual(result.offeredPlans, Object.keys(result.probabilities));",1); s+='''
test('a single distinct plan runs locally without a paid call or invented probabilities', async t => {
const base = await fixture(t, () => { assert.fail('No decision requires a model here'); });
const state = snapshot(); state.apple = { x: 16, y: 16 };
assert.deepEqual(Object.keys(teamPlans(state)), ['chase']);
const response = await send(base, state), result = await response.json();
assert.equal(response.status, 200);
assert.equal(result.source, 'local');
assert.equal(result.plan, 'chase');
assert.equal(result.confidence, null);
assert.deepEqual(result.probabilities, {});
assert.deepEqual(result.offeredPlans, ['chase']);
assert.equal(result.usage.requests, 0);
});
test('unknown probability entries are rejected, even if other entries are valid', async t => {
const base = await fixture(t, async (_url, options) => {
const result = await answer(JSON.parse(options.body)).json();
result.answers.plan.probabilities.phantom = .2;
return Response.json(result);
});
assert.equal((await send(base, snapshot())).status, 502);
});
'''; open(p,'w').write(s)
p='public/index.html'; s=open(p).read().replace('Jev’s team plan', 'Team plan').replace('id="probabilities"', 'id="probabilities" aria-label="Jev’s preference among the offered plans" title="Model preference among available plans; not measured catch odds"'); open(p,'w').write(s)
PY
npm test
node --check public/app.mjs
node --check server.mjs{"chunk_id":"7eea9a","wall_time_seconds":0.634977709,"exit_code":0,"original_token_count":2052,"output":"\n> apple-vs-jev@1.0.0 test\n> node --test tests/*.test.mjs\n\nTAP version 13\n# Subtest: apple hops one square and cannot enter the snake or leave the board\nok 1 - apple hops one square and cannot enter the snake or leave the board\n ---\n duration_ms: 2.150833\n type: 'test'\n ...\n# Subtest: catching the apple removes it without a respawn\nok 2 - catching the apple removes it without a respawn\n ---\n duration_ms: 0.267416\n type: 'test'\n ...\n# Subtest: body and walls prohibit moves but the vacating tail is legal\nok 3 - body and walls prohibit moves but the vacating tail is legal\n ---\n duration_ms: 0.288125\n type: 'test'\n ...\n# Subtest: trapping the head produces no legal moves\nok 4 - trapping the head produces no legal moves\n ---\n duration_ms: 0.070917\n type: 'test'\n ...\n# Subtest: one Jev question covers all snakes without sending their bodies\nok 5 - one Jev question covers all snakes without sending their bodies\n ---\n duration_ms: 16.5455\n type: 'test'\n ...\n# Subtest: local movement follows fixed targets, takes catches and handles forced or trapped moves\nok 6 - local movement follows fixed targets, takes catches and handles forced or trapped moves\n ---\n duration_ms: 1.9495\n type: 'test'\n ...\n# Subtest: arena validation rejects duplicate IDs, missing snakes and malformed history\nok 7 - arena validation rejects duplicate IDs, missing snakes and malformed history\n ---\n duration_ms: 0.387792\n type: 'test'\n ...\n# Subtest: rejects malformed board state\nok 8 - rejects malformed board state\n ---\n duration_ms: 0.087209\n type: 'test'\n ...\n# Subtest: difficulty spawns at 15s and 25s, caps at three, and resets with a new round\nok 9 - difficulty spawns at 15s and 25s, caps at three, and resets with a new round\n ---\n duration_ms: 3.42575\n type: 'test'\n ...\n# Subtest: random spawns are valid and give the apple room to react, including at edges\nok 10 - random spawns are valid and give the apple room to react, including at edges\n ---\n duration_ms: 13.341084\n type: 'test'\n ...\n# Subtest: snakes pass through another snake body or head without ending the round\nok 11 - snakes pass through another snake body or head without ending the round\n ---\n duration_ms: 0.320708\n type: 'test'\n ...\n# Subtest: own-body collision is terminal and does not mutate the snake\nok 12 - own-body collision is terminal and does not mutate the snake\n ---\n duration_ms: 0.78875\n type: 'test'\n ...\n# Subtest: a catch by any of three snakes ends the round and blocks movement and spawns\nok 13 - a catch by any of three snakes ends the round and blocks movement and spawns\n ---\n duration_ms: 6.644209\n type: 'test'\n ...\n# Subtest: apple movement avoids every snake\nok 14 - apple movement avoids every snake\n ---\n duration_ms: 0.908917\n type: 'test'\n ...\n# Subtest: food spawns and refills only on distinct empty squares\nok 15 - food spawns and refills only on distinct empty squares\n ---\n duration_ms: 6.746375\n type: 'test'\n ...\n# Subtest: eating food grows only that snake, replaces food and keeps the round active\nok 16 - eating food grows only that snake, replaces food and keeps the round active\n ---\n duration_ms: 0.920958\n type: 'test'\n ...\n# Subtest: food does not block the player, and a catch takes priority over food\nok 17 - food does not block the player, and a catch takes priority over food\n ---\n duration_ms: 0.128917\n type: 'test'\n ...\n# Subtest: food can never grow a snake into its own tail and planning prefers food on tied routes\nok 18 - food can never grow a snake into its own tail and planning prefers food on tied routes\n ---\n duration_ms: 1.132375\n type: 'test'\n ...\n# Subtest: food validation rejects invalid locations and refill handles a full board\nok 19 - food validation rejects invalid locations and refill handles a full board\n ---\n duration_ms: 0.236375\n type: 'test'\n ...\n# Subtest: measured movement speed excludes pauses and expires stale direction evidence\nok 20 - measured movement speed excludes pauses and expires stale direction evidence\n ---\n duration_ms: 2.237208\n type: 'test'\n ...\n# Subtest: interception requires reachable arrival before the player and accounts for speed\nok 21 - interception requires reachable arrival before the player and accounts for speed\n ---\n duration_ms: 1.678542\n type: 'test'\n ...\n# Subtest: direct pursuit and coordinated cutoffs are different strategies with distinct roles\nok 22 - direct pursuit and coordinated cutoffs are different strategies with distinct roles\n ---\n duration_ms: 16.704333\n type: 'test'\n ...\n# Subtest: cutoff targets stay fixed when the apple turns; pressure follows the apple\nok 23 - cutoff targets stay fixed when the apple turns; pressure follows the apple\n ---\n duration_ms: 4.531209\n type: 'test'\n ...\n# Subtest: reaching a cutoff immediately starts pursuit and never returns to the completed waypoint\nok 24 - reaching a cutoff immediately starts pursuit and never returns to the completed waypoint\n ---\n duration_ms: 2.136333\n type: 'test'\n ...\n# Subtest: plans commit together, queued proposals take over on expiry, stale responses are rejected\nok 25 - plans commit together, queued proposals take over on expiry, stale responses are rejected\n ---\n duration_ms: 8.131625\n type: 'test'\n ...\n# Subtest: walls and own-body barriers rule out impossible interception\nok 26 - walls and own-body barriers rule out impossible interception\n ---\n duration_ms: 0.223458\n type: 'test'\n ...\n# Subtest: invalid speed telemetry is rejected before planning\nok 27 - invalid speed telemetry is rejected before planning\n ---\n duration_ms: 0.322833\n type: 'test'\n ...\n# Subtest: an off-axis snake cuts across and catches a running apple that pure pursuit misses\nok 28 - an off-axis snake cuts across and catches a running apple that pure pursuit misses\n ---\n duration_ms: 10.351791\n type: 'test'\n ...\n# Subtest: queued plan timing excludes cutoffs that cannot be reached after the commitment\nok 29 - queued plan timing excludes cutoffs that cannot be reached after the commitment\n ---\n duration_ms: 0.811292\n type: 'test'\n ...\n# Subtest: identical execution is offered once even when labels, roles, ordering or scores differ\nok 30 - identical execution is offered once even when labels, roles, ordering or scores differ\n ---\n duration_ms: 0.214333\n type: 'test'\n ...\n# Subtest: every offered plan has distinct movement targets across speeds and player headings\nok 31 - every offered plan has distinct movement targets across speeds and player headings\n ---\n duration_ms: 39.001834\n type: 'test'\n ...\n# Subtest: model options use anonymous IDs and the same movement descriptions for both cutoff labels\nok 32 - model options use anonymous IDs and the same movement descriptions for both cutoff labels\n ---\n duration_ms: 4.402625\n type: 'test'\n ...\n# Subtest: one upstream call returns coordinated assignments for all three snakes\nok 33 - one upstream call returns coordinated assignments for all three snakes\n ---\n duration_ms: 46.027625\n type: 'test'\n ...\n# Subtest: malformed states are rejected before making paid requests\nok 34 - malformed states are rejected before making paid requests\n ---\n duration_ms: 9.239334\n type: 'test'\n ...\n# Subtest: invalid model choices are rejected while their token usage is counted\nok 35 - invalid model choices are rejected while their token usage is counted\n ---\n duration_ms: 5.098\n type: 'test'\n ...\n# Subtest: browser cancellation does not lose completed upstream token usage\nok 36 - browser cancellation does not lose completed upstream token usage\n ---\n duration_ms: 7.610042\n type: 'test'\n ...\n# Subtest: a single distinct plan runs locally without a paid call or invented probabilities\nok 37 - a single distinct plan runs locally without a paid call or invented probabilities\n ---\n duration_ms: 4.601959\n type: 'test'\n ...\n# Subtest: unknown probability entries are rejected, even if other entries are valid\nok 38 - unknown probability entries are rejected, even if other entries are valid\n ---\n duration_ms: 2.877\n type: 'test'\n ...\n1..38\n# tests 38\n# suites 0\n# pass 38\n# fail 0\n# cancelled 0\n# skipped 0\n# todo 0\n# duration_ms 184.77025\n"}The options are now distinct: Pursuit tracks the apple directly, Intercept chooses reachable cutoff points, and the two directional plans cover only their named directions. Any plans that still produce identical assignments are removed.
Jev receives anonymous option IDs, and if only one plan remains, the game runs it locally without showing an invented probability.
>python3 - <<'PY'
p='README.md'; s=open(p).read(); s=s.replace('Jev chooses a team plan about once per second.', 'The game evaluates team plans about once per second. Pursuit sends every snake directly after the player; Intercept uses reachable cutoff waypoints; Top / bottom and Left / right restrict cutoffs to their named escape directions. Plans that assign identical movement and targets are merged before selection. Jev compares the remaining plans using anonymous option IDs, equal movement descriptions, and instructions that evaluate both direct pursuit and prediction. If only one distinct plan remains, it runs locally without an API call.'); s=s.replace('The nearest snake applies pressure; supporting snakes cover different escape directions and different target squares when feasible.', 'In coordinated cutoff plans, the nearest snake applies pressure; supporting snakes cover different escape directions and different target squares when feasible.'); s=s.replace('The inspector shows the selected snake\'s tactic, the team-plan probabilities/confidence, and planning latency.', 'The inspector shows the selected snake\'s tactic and only the probabilities of plans actually offered to Jev. These are model preferences, not measured catch odds. When only one distinct plan exists, it explicitly says the plan is local and hides probability bars and model latency. Model responses show their confidence and latency.'); s=s.replace('also makes five paid requests', 'also requests Jev selections for those scenarios (up to five paid calls)'); open(p,'w').write(s)
p='scripts/compare-planners.mjs'; s=open(p).read().replace('adds one paid Jev request per scenario.', 'uses Jev when a scenario has multiple distinct plans.'); open(p,'w').write(s)
PY
node scripts/compare-planners.mjs --jev{"chunk_id":"cec41e","wall_time_seconds":1.0027755,"exit_code":0,"original_token_count":730,"output":"┌─────────┬────────────┬───────────┬─────────────┬───────────────────┬────────┬──────┬─────────────┐\n│ (index) │ scenario │ policy │ plan │ coveredDirections │ caught │ atMs │ blockedHops │\n├─────────┼────────────┼───────────┼─────────────┼───────────────────┼────────┼──────┼─────────────┤\n│ 0 │ 'off-axis' │ 'pursuit' │ 'chase' │ '' │ false │ 1500 │ 0 │\n│ 1 │ 'off-axis' │ 'local' │ 'intercept' │ 'right' │ true │ 1260 │ 0 │\n│ 2 │ 'off-axis' │ 'jev' │ 'intercept' │ 'right' │ true │ 1260 │ 0 │\n│ 3 │ 'straight' │ 'pursuit' │ 'chase' │ '' │ true │ 630 │ 0 │\n│ 4 │ 'straight' │ 'local' │ 'intercept' │ 'down, right' │ true │ 630 │ 0 │\n│ 5 │ 'straight' │ 'jev' │ 'chase' │ '' │ true │ 630 │ 0 │\n│ 6 │ 'fast' │ 'pursuit' │ 'chase' │ '' │ false │ 1500 │ 7 │\n│ 7 │ 'fast' │ 'local' │ 'intercept' │ 'right' │ false │ 1500 │ 7 │\n│ 8 │ 'fast' │ 'jev' │ 'chase' │ '' │ false │ 1500 │ 7 │\n│ 9 │ 'turn' │ 'pursuit' │ 'chase' │ '' │ true │ 630 │ 0 │\n│ 10 │ 'turn' │ 'local' │ 'intercept' │ 'down, right' │ true │ 630 │ 0 │\n│ 11 │ 'turn' │ 'jev' │ 'chase' │ '' │ true │ 630 │ 0 │\n│ 12 │ 'reverse' │ 'pursuit' │ 'chase' │ '' │ true │ 420 │ 1 │\n│ 13 │ 'reverse' │ 'local' │ 'intercept' │ 'down, right' │ true │ 420 │ 1 │\n│ 14 │ 'reverse' │ 'jev' │ 'chase' │ '' │ true │ 420 │ 1 │\n└─────────┴────────────┴───────────┴─────────────┴───────────────────┴────────┴──────┴─────────────┘\nScripted 1.5-second scenarios; these do not establish which controller is more fun or stronger against humans.\n"}>cat > /tmp/jev-options-smoke.mjs <<'JS'
import assert from 'node:assert/strict';
import { chromium } from '/Users/sahaj/.cache/codex-runtimes/codex-primary-runtime/dependencies/node/node_modules/playwright/index.mjs';
import { createGameServer } from '/Users/sahaj/Desktop/dev/program/jev/server.mjs';
const server = createGameServer({ key: 'test', upstreamFetch: () => { throw Error('Unexpected upstream call'); } });
await new Promise(resolve => server.listen(0, '127.0.0.1', resolve));
const browser = await chromium.launch({ headless: true, channel: 'chrome' });
try {
const page = await browser.newPage({ viewport: { width: 1360, height: 950 } });
const errors=[]; page.on('pageerror', e => errors.push(e.message));
let mode='first';
await page.route('**/api/plan', route => {
const local = mode === 'local';
const probabilities = local ? {} : mode === 'first' ? { chase: .7, intercept: .3 } : { chase: .2, vertical: .8 };
const plan = mode === 'last' ? 'vertical' : 'chase';
return route.fulfill({json:{ plan, source: local ? 'local' : 'jev', offeredPlans: local ? ['chase'] : Object.keys(probabilities),
assignments:[{id:1,tactic:'chase',target:{x:12,y:8}}], probabilities, confidence:local ? null : .6, latency:local ? 0 : 100, commitMs:1500 }});
});
await page.goto(`http://127.0.0.1:${server.address().port}`);
assert.equal(await page.locator('.prob-row:visible').count(),0);
await page.locator('#start').click();
await page.waitForFunction(() => window.gameSnapshot().plans[1]?.source === 'jev');
assert.equal(await page.locator('.prob-row:visible').count(),2);
assert.equal(await page.locator('#prob-chase span').last().textContent(),'70%');
assert.equal(await page.locator('#prob-intercept span').last().textContent(),'30%');
assert.equal(await page.locator('#prob-vertical').isVisible(),false);
await page.keyboard.press('p'); mode='local'; await page.keyboard.press('p');
await page.waitForFunction(() => window.gameSnapshot().plans[1]?.source === 'local');
assert.equal(await page.locator('.prob-row:visible').count(),0);
assert.match(await page.locator('#decision-note').textContent(), /only distinct plan.*locally/);
assert.equal(await page.locator('#latency').textContent(),'—');
await page.keyboard.press('p'); mode='last'; await page.keyboard.press('p');
await page.waitForFunction(() => window.gameSnapshot().plans[1]?.plan === 'vertical');
assert.equal(await page.locator('.prob-row:visible').count(),2);
assert.equal(await page.locator('#prob-intercept').isVisible(),false);
assert.equal(await page.locator('#prob-vertical span').last().textContent(),'80%');
assert.equal(await page.locator('#prob-vertical').getAttribute('class'),'prob-row picked');
await page.keyboard.press('p');
await page.setViewportSize({width:390,height:844});
assert.equal(await page.evaluate(()=>document.documentElement.scrollWidth>innerWidth),false);
assert.deepEqual(errors,[]);
console.log('PASS: only offered probabilities displayed; local-only plans have no invented bars/confidence; option changes clear stale rows; mobile layout and console clean.');
} finally { await browser.close(); server.closeAllConnections(); server.close(); }
JS
node /tmp/jev-options-smoke.mjs{"chunk_id":"3bcd58","wall_time_seconds":1.0018745,"session_id":81875,"original_token_count":0,"output":""}{"chunk_id":"807f3a","wall_time_seconds":0.000017083,"exit_code":0,"original_token_count":41,"output":"PASS: only offered probabilities displayed; local-only plans have no invented bars/confidence; option changes clear stale rows; mobile layout and console clean.\n"}
{"chunk_id":"b9390b","wall_time_seconds":0.000007417,"exit_code":0,"original_token_count":447,"output":"COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME\nnode 65276 sahaj 12u IPv4 0xdd62d4ba3328bc5a 0t0 TCP 127.0.0.1:3000 (LISTEN)\nREADME.md:17:The game evaluates team plans about once per second. Pursuit sends every snake directly after the player; Intercept uses reachable cutoff waypoints; Top / bottom and Left / right restrict cutoffs to their named escape directions. Plans that assign identical movement and targets are merged before selection. Jev compares the remaining plans using anonymous option IDs, equal movement descriptions, and instructions that evaluate both direct pursuit and prediction. If only one distinct plan remains, it runs locally without an API call. Local code first explores straight escape routes and possible turns, measures the player's recent movement speed, and compares snake path lengths against estimated player arrival times. Cutoff targets are offered only when the snake can arrive in time, allowing for a movement tick of response latency or a longer outstanding commitment. In coordinated cutoff plans, the nearest snake applies pressure; supporting snakes cover different escape directions and different target squares when feasible. If no cutoff is reachable, they pursue instead.\npublic/app.mjs:35: $('decision-note').textContent = result ? result.source === 'local' ? `${PLAN_LABELS[result.plan]} · only distinct plan. Continuing locally.` : `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence${result.escapeDirection ? ` · Covering ${result.escapeDirection}` : ''}` : 'Jev plans. Snakes follow between updates.';\npublic/game.mjs:260:// Strategy names remain in the UI; the model compares anonymous assignments.\npublic/style.css:70:.prob-row[hidden] { display: none; }\n"}>lsof -nP -iTCP:3000 -sTCP:LISTEN
rg -n 'Contain|Prefer covering|highest probability|only distinct|anonymous|prob-row\[hidden\]' public README.md server.mjs{"chunk_id":"807f3a","wall_time_seconds":0.000017083,"exit_code":0,"original_token_count":41,"output":"PASS: only offered probabilities displayed; local-only plans have no invented bars/confidence; option changes clear stale rows; mobile layout and console clean.\n"}
{"chunk_id":"b9390b","wall_time_seconds":0.000007417,"exit_code":0,"original_token_count":447,"output":"COMMAND PID USER FD TYPE DEVICE SIZE/OFF NODE NAME\nnode 65276 sahaj 12u IPv4 0xdd62d4ba3328bc5a 0t0 TCP 127.0.0.1:3000 (LISTEN)\nREADME.md:17:The game evaluates team plans about once per second. Pursuit sends every snake directly after the player; Intercept uses reachable cutoff waypoints; Top / bottom and Left / right restrict cutoffs to their named escape directions. Plans that assign identical movement and targets are merged before selection. Jev compares the remaining plans using anonymous option IDs, equal movement descriptions, and instructions that evaluate both direct pursuit and prediction. If only one distinct plan remains, it runs locally without an API call. Local code first explores straight escape routes and possible turns, measures the player's recent movement speed, and compares snake path lengths against estimated player arrival times. Cutoff targets are offered only when the snake can arrive in time, allowing for a movement tick of response latency or a longer outstanding commitment. In coordinated cutoff plans, the nearest snake applies pressure; supporting snakes cover different escape directions and different target squares when feasible. If no cutoff is reachable, they pursue instead.\npublic/app.mjs:35: $('decision-note').textContent = result ? result.source === 'local' ? `${PLAN_LABELS[result.plan]} · only distinct plan. Continuing locally.` : `Team: ${PLAN_LABELS[result.plan]} · ${Math.round(result.confidence * 100)}% confidence${result.escapeDirection ? ` · Covering ${result.escapeDirection}` : ''}` : 'Jev plans. Snakes follow between updates.';\npublic/game.mjs:260:// Strategy names remain in the UI; the model compares anonymous assignments.\npublic/style.css:70:.prob-row[hidden] { display: none; }\n"}Live checks returned both Pursuit and Intercept choices with the new options. The browser also correctly hides removed options and shows no probability bars when a plan runs locally.
All 38 tests passed. I’m restarting the local game so you can try it.
>ps -p 65276 -o pid,command
lsof -a -p 65276 -d cwd -Fn{"chunk_id":"862076","wall_time_seconds":0.000007875,"exit_code":0,"original_token_count":22,"output":" PID COMMAND\n65276 node server.mjs\np65276\nfcwd\nn/Users/sahaj/Desktop/dev/program/jev\n"}>kill 65276{"chunk_id":"22161e","wall_time_seconds":0.000007334,"exit_code":0,"original_token_count":0,"output":""}
{"chunk_id":"ccd389","wall_time_seconds":1.002784292,"session_id":26390,"original_token_count":26,"output":"\n> apple-vs-jev@1.0.0 start\n> node server.mjs\n\nApple vs. Jev → http://localhost:3000 (Jev connected)\n"}>npm start