THREE AGENTS. ONE HUMAN. NO HIDDEN BOTS.
Mote Arena
Race three independent Jev opponents for glowing motes. You are the white pilot. Everyone plays by the same physics.
Collect motes. Human play needs no consent.
Arrow keys / WASD or hold touch arrows. Diagonals work with two keys. Pause stops the match. Play locally cancels AI; opponents stay idle, never turn into fallback bots.
Inside the opponents
Actual returned choices, probabilities, confidence and latency. Waiting avatars visibly freeze; other players continue. No invented explanations.
How this arena works
Original code and vector art. Deterministic movement at 110 pixels/second in a 900×560 arena. Each genuine Jev Choice executes one of nine unranked compass controls for 5 active simulation seconds, then that avatar freezes awaiting its next choice. No hidden steering, solver, path ranking or substitute model. Inference snapshots can drift as other players move. Walls clamp; touching players push both apart equally, without damage or score transfers.
Touch a live mote within 24 pixels to score one; it respawns after 8 active seconds at the same place. A match lasts 60 active seconds (not wall time). Paused time does not count. Each opponent gets at most 12 decisions per match, 36 total, with a server cap of 60 physical attempts per match. Shared persistent pilot allowance: 300 physical attempts total, two simultaneous requests maximum and 120 starts/minute. This browser sends one at a time. Each decision may retry up to ten times within 60 seconds; all attempts count. Provider failures stop AI explicitly; manual play remains available. Reset never replenishes the shared allowance.
Pause, new match, local takeover, hiding the tab or consent withdrawal cancel pending work and discard stale answers; the request lock stays until settlement. Numeric state and decisions live only in page memory; the server stores aggregate quota counts, not game-state analytics. Existing site analytics can be disabled below. Reduced motion removes decorative pulses without changing physics. This is an integration experiment, not demonstrated model mastery or synchronized server multiplayer.