Architecture & Design
JevDash: System One is built around a decoupled dual-loop architecture designed to benchmark LLMs and autonomous agents in real-time physical control environments.
┌─────────────────────────────────────────────────────────────┐
│ Outer Loop (Asynchronous) │
│ │
│ ┌────────────────┐ HTTP/JSON ┌─────────────┐ │
│ │ JevAgent / │ ───────────────────> │ Jev Model │ │
│ │ MockAgent │ <─────────────────── │ (Gateway) │ │
│ └────────────────┘ Structured Action └─────────────┘ │
│ │ │
│ State │ Actuator Queue (Thread-Safe Buffer) │
│ Capture │ │
│ ▼ │
├─────────────────────────────────────────────────────────────┤
│ Inner Loop (Synchronous 60 FPS) │
│ │
│ ┌────────────────┐ Integration Step ┌─────────────┐ │
│ │ Pygame Canvas │ <─────────────────── │ Physics │ │
│ │ & Live HUD │ │ Engine │ │
│ └────────────────┘ └─────────────┘ │
└─────────────────────────────────────────────────────────────┘1. Dual-Loop Decoupling
In high-speed 2D platformers, physics must evaluate strictly at fixed delta times (60 Hz) to avoid tunneling, clipping, or frame drops. However, network round-trips to foundation models vary from 50ms to 500ms.
To overcome this impedance mismatch, JevDash implements two concurrent loops:
Fast Inner Loop (60 FPS)
- Handles player kinematic equations: $$x_{t+\Delta t} = x_t + v_x \Delta t$$ $$v_{y, t+\Delta t} = v_{y, t} + g \Delta t$$
- Resolves AABB (Axis-Aligned Bounding Box) platform collisions.
- Smoothly executes the latest action buffer committed by the agent.
- Captures gameplay frames and encodes them into H.264 MP4 streams if recording is enabled.
Asynchronous Outer Loop (Agent Thread)
- Samples an abstract sensory snapshot of the game state:
- Agent position and velocity vectors.
- Distances to the nearest gap, high barrier, or hazard.
- Feasibility of jumping given current momentum.
- Submits this structured payload to the Jev model via OpenAI-compatible endpoints or evaluates it via the deterministic mock engine.
- Pushes the resulting action command into a thread-safe atomic buffer.
2. Structured State & Action Spaces
JevDash uses strict type definitions to prevent hallucination in physical actions:
Observation Space
json
{
"player": {
"x": 340.5,
"y": 480.0,
"vx": 4.8,
"vy": 0.0,
"is_grounded": true
},
"upcoming_obstacles": [
{
"type": "gap",
"distance": 85.0,
"width": 110.0
}
],
"can_jump": true
}Action Space
The model selects actions conforming to discrete physical triggers:
MOVE_RIGHT: Apply horizontal acceleration.JUMP: Engage jump impulses; sustained hold increases jump apex.SPRINT: Increase maximum velocity threshold.IDLE: Decelerate via friction.
3. Clean-Room Implementation
JevDash uses zero copyrighted sprites or proprietary level designs:
- All tiles, obstacles, and player avatars are procedurally drawn with vector primitives (neon glow outlines, high-contrast flat surfaces).
- Level generation is mathematically procedural, allowing reproducible algorithmic benchmarks across varying difficulty tiers.
- The engine runs cross-platform on Windows, macOS, and Linux without native binary dependencies outside standard Pygame.