Jev ViZDoom stress suite

Watch the Level 3 video and inspect every captured decision · Read the case study

Replay of a real run recorded on 2026-09-20: Jev's answers, timings and cost as they happened, no server needed. 74 frames, 24 s. The recorded inputs are shown below and locked; the button restarts the replay. Run it locally for live Jev.

Three free Freedoom levels plus pressure modes for Levels 2 and 3. Jev now survives Level 2 and can fight through Level 3 to the green armor. The live game opens in a separate ViZDoom window.

Camera-relative view: the player and crosshair remain fixed; targets shift as the player strafes or turns.

Choose a level.
0/0episode
0successes
0kills
–health
–ammunition
0decisions
0 msmean Jev latency
$0.0000gateway cost
0fallback decisions
No decision yet
EpisodeResultKillsHealthDecisionsp95Cost

Level 2 · six-phase result

PhaseMeasured outcome
1 · ControllabilityRule controller survived 100/100 seeds at four tics per action.
2 · Tactical statePrimary threat, crosshair error, range, damage, ammunition and kill deltas added.
3 · Combat policyExplicit fire, track and scan priorities; safe action holds reduced decisions from 105 to 59.
4 · MemoryPrevious action, target side, scan direction and no-target duration persist within an episode.
5 · Held-out evaluationJev survived 50/50 final seeds; median 11 kills; zero fallbacks; $0.00143 mean cost.
6 · Pressure testJev survived 5/10 with partial observation, a 50% longer fight and combined turn-fire actions.

Level 2 per-seed evidence

Level 3 · corridor result

GateMeasured outcome
SolvabilityTarget locking, goal bearing and stuck detection raised the rule controller from 0 kills to 88/100 goal completions.
DevelopmentJev reached the armor on 9/10 seeds.
ValidationJev reached the armor on 16/20 seeds with the policy frozen.
FinalJev reached the armor on 41/50 seeds; median 6 kills; zero fallbacks; $0.00179 mean cost.
PressureJev reached the armor on 8/10 with only two visible targets and a tighter clock.

Level 3 per-seed evidence