OpenJev

BROWSER DECISION LAB

Your choices. Your GPU.

Give a small local model context, a question, and candidate answers. Inspect every score.

Qwen3 0.6B · 4-bit · WebGPU

About 350 MB of model weights on first use; allow about 1.5 GB of GPU memory. Downloads start only when you load the model.

No model loaded. Your inputs are processed in a local browser worker; model and runtime files come from public hosts.

Define a decision

Two to eight choices. Include an “insufficient information” option yourself if useful.

Candidate probabilities

Load the model and score a decision.
All candidate scores will appear here.

Scores are relative to your supplied choices. They are uncalibrated and do not establish correctness or success. A small model may misunderstand your instruction.

The worker reads first-position candidate logits, then samples and discards one token. No explanation is generated. Timing includes tokenization, a model step, GPU-to-CPU readout, and scoring; first use can include compilation. Inputs are not saved by this app. Export is optional.

TRAINED LOCAL CHESS MODELS

Do exact candidate consequences help?

Twelve fits compare direct scoring, action-only recurrence and two ways to use exact next-board states. Exact-delta matches Stockfish on 33.15% of ordinary positions versus 31.75% for direct scoring, and 27.10% versus 26.81% on shifted positions. It costs more compute and fails the engine-loss and game-score continuation criteria.

First scheduled exact-delta versus direct game, drawn by fivefold repetition, all 91 moves retainedAll candidate model fits, engine-loss results, 288 scheduled games and measured computation costs

Recorded local inference. The first scheduled game was selected before outcomes and ended in a draw. Native one-ply consequences are supplied by chess rules; no learned world-model or Elo claim. Earlier capacity study · Predictive reference models · Astra, ChessFly and ChessLFM comparison

MEASURED, NOT ASSUMED

Reinforcement learning improves Center combat

Nine PPO/DQN fits trained on 294,912 game interactions. In fresh confirmation, PPO with history averaged 11.56 kills in Center versus 6.38 for event-memory rules, and passed the predeclared combat gate. It also beat the always-fire control in Center. On Line, it matched always-fire exactly, so that result does not establish learned memory. These are established algorithms, not a new RL method.

PPO history improves Center kills while matching the always-fire policy on Line

Earlier command-utility gates remain failed. The old metric can miss delayed hits during wait commands; this new study evaluates kills and duration. The browser language model remains separate from the numerical Doom controllers.

LATEST EXPERIMENT

JEPA rewards and RL: continuation criteria not met

Twenty-seven fits, 221,184 new interactions and 992 evaluation episodes. Pretrained V-JEPA 2 rewards produced 12.40 mean Center kills, versus 12.12 for GRPO, 10.15 for sparse PPO and 11.10 for unchanged PPO. The comparison also includes Dr. GRPO, a DAPO loss adaptation, RLOO, A2C, pixel similarity and a random video encoder.

All nine JEPA and RL methods, local training costs and exploratory paired comparisons

Actual pretrained V-JEPA 2 is used only for training rewards. The action policy remains small. Equal additional interactions, different compute and update counts; external pretraining cost excluded. Three fits and 16 seeds per scenario, development results only.

EARLIER EXPERIMENT

SRPO adaptation: comparison criteria not met

Nine small-model fits used 113,861 new training interactions and 624 evaluation episodes. Latent self-reference averaged 10.65 Center kills, versus 11.88 for binary rewards, 11.89 for raw similarity and 11.29 for unchanged PPO. All averaged 30.17 on Line. This pilot did not establish a benefit and stopped without further tuning.

SRPO adaptation results and additional training costs; continuation criteria not met

A structured-observation adaptation with a small dynamics encoder. It does not reproduce V-JEPA or OpenVLA, and the wide intervals do not establish that SRPO is worse generally. Three training fits; equal episode-group budgets, differing interactions and compute.

RECORDED LOCAL GAMEPLAY

Decisions become game actions

These are recorded episodes, not a live browser Doom engine. These controllers consume structured game observations rather than pixels.

First local policy trained with V-JEPA 2 rewards playing the first evaluation seed

Policy trained with JEPA rewards

First fit, first evaluation seed 181000: 13 kills in 19.26 game seconds. JEPA was used to score training clips; the small policy acts during this recording. Replay matches the preserved outcome. Recording receipt

Local PPO history controller replaying the first confirmation seed

PPO with causal history

First confirmation seed 141000, first training fit: 11 kills in 25.09 game seconds, then death. Replay matches the preserved evaluation. A small RL firing controller with rule steering, separate from Qwen. Recording receipt

Local fitted ensemble with event memory playing the first confirmation seed

Fitted ensemble + event memory

First confirmation seed 101000: 6 kills, 9.20 game seconds, then death. Replay matches the preserved evaluation. Four-feature numerical heads, not the Qwen language model. Recording receipt

Recorded Qwen3-4B language controller playing Doom

Local language controller

Qwen3-4B on Apple Silicon. 2 kills, 8.17 game seconds; 20.61 wall seconds. Playback is at game speed. A single development demonstration.

Recorded tiny imitation controller playing Doom

Tiny imitation baseline

A separate 5,253-parameter model: 16 kills in 23.1 game seconds. Trained to imitate a rule controller; it does not interpret arbitrary English.

Run the full local Doom app ↗