What it does
The game computes pellet and ghost distances before asking for a direction and a danger estimate. Invalid moves or failed calls use a local rule; the demo has no lookahead or memory between decisions.
Playable demos & bots
Francesc Sans's turn-based Pac-Man asks Jev at junctions and near ghosts, while ordinary corridor moves stay in code.
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The game computes pellet and ghost distances before asking for a direction and a danger estimate. Invalid moves or failed calls use a local rule; the demo has no lookahead or memory between decisions.
A developer can adapt this idea for a game that waits for choices. The game counts exact steps to rewards and enemies. Then it asks Jev, an outside AI service, for a direction and a danger estimate. The game asks at a crossroads, near an enemy, or on the first move.
Jev makes a single choice using only those exact numbers. It does not plan ahead or remember past turns. If the service fails to answer, the game uses a basic backup rule. This backup rule chooses a legal move to keep the game moving, but does not guarantee safety.