JK Move AI
JK Move AI turns “what next?” into structured questions answered in one pass, returning calibrated probabilities — judgement, not generated text. The game's decision model is JK-Move-AI-one, following the decision contract defined by JEV; inference runs in real time on Jacky Kit's own GPU server (currently on an open-source Laya decision-model checkpoint) behind a parallel worker pool.
The JEV model: the foundation
JK Move AI is built on the JEV model as its complete conceptual foundation. Its purpose is real-time decision-making: explainable, calibrated judgements within milliseconds to seconds, while the situation is still moving — not after-the-fact analysis.
At JEV's core is “decisions, not conversations”: give it a situation and a question template, and it reads once and answers every question in parallel — each answer typed, bounded and carrying its own confidence; when confidence falls short, the verdict turns from auto to review.
Response time depends on how many questions and answers are asked: a single yes/no question is not the same as a game council of a dozen-plus questions, each with several options. In JK's in-depth testing the self-built decision model answers in under 100 ms at its fastest — it judges instead of generating text token by token, an order of magnitude more efficient than a large language model.
This Three Kingdoms game is JEV's high-speed closed-loop lab. Every season runs a full lap: observe the board → turn it into questions → decide → act → resolve simultaneously → log every probability and outcome → feed learning.
- Real time: questions fan out to parallel inference workers, and the AI finishes its council while you plan.
- Predictable latency: total ≈ questions × cost per question ÷ parallel workers. The game currently runs on CPU with 6 parallel workers, so a lord's dozen-plus questions take a few seconds a season — the live numbers are in the AI lab.
- Closed loop: each decision is logged with its outcome (odds vs result) for calibration and self-play training.
- Observable: the AI lab shows latency, confidence, raw AI and rule prior live — every step of the loop is visible.
- Controllable: personality thresholds, difficulty temperature and rule fallback keep real-time decisions robust under uncertainty — the game's version of JEV's auto / review verdict.
How it plays Three Kingdoms
- 1Read the board
A rule layer condenses the board into a short brief and generates candidates: reachable fronts, every army's legal orders.
- 2Strategy questions
Each AI lord asks several questions per season: posture and main front (choice), aggression (score), truce / alliance / betrayal / stratagem (yes-no).
- 3Operations questions
Given that posture, each key army gets its own question — “best order for Zhang Liao's army?” — over its candidates.
- 4Confidence blend
The model returns calibrated probabilities and a confidence. Final = confidence × AI + (1 − confidence) × rule prior: a sure AI leads, an unsure one defers.
- 5Personality & difficulty
The same probability means different things to different lords: benevolent Liu Bei betrays only above 85%, cunning Cao Cao at 45%. Higher difficulty samples more decisively.
- 6Thinking ahead
AI orders depend only on the start-of-season board, so they deliberate while you plan — ending a season barely waits.
- 7Your advisor
The same model answers from your side of the board: suggestions with confidence, adoptable in one click.
- 8The storyteller
Rules rank the season's key events and an on-site language model writes them up as a Romance-style chronicle (template text when busy).
- 9The AI lab
Every question, probability, latency and source, live. Enemy councils stay scrambled until the season resolves — unless your spies read them.
Three question types
- Choice: a probability per option — posture, front, orders.
- Score: a graded level — aggression from passive to all-in.
- Yes / no: one probability compared with the ruler's threshold — betray or not.
Every decision is logged as data for future self-play training, so the AI can keep getting stronger.
