Using Jev for real-time NPC behavior decisions in a 3D game
Treating NPC behavior as a classification problem, game state is sent to Jev every few frames to dispatch actions like flee, follow or dance, which runs in real time because Jev is fast and cheap.
representing simulated behaviors as a classification problem, think npc ai in a simple game. I have a small demo of a 3d forest where you can walk around and interact with things, and jev is given the game state every few frames and dispatches actions to "goblins" like run away, follow, dance, cheer, etc. because jev is so fast and cheap you can do this in realtime and it feels like typical hardcoded procedural npc ai. you obv wouldn't want to do this for all behavior, but its nice for interleaving say a character chat box with the "mood" of an npc to make them avoid you if you are typing in all caps a lot and the particular npc disposition is to seek "quiet"