JevFlash: Doom Basic Decision Model (0.6B)

A from-scratch replica of NanoJev's non-generative "decision model" architecture β€” instead of generating text, it scores a fixed set of candidate actions (left / right / shoot / noop) given a game state, in a single forward pass β€” fine-tuned on Qwen3-0.6B-Base to play ViZDoom's basic scenario (aim and shoot a stationary monster).

Closed-loop result: 65% episode success rate, beating a uniform-random baseline (45%) β€” the first of 10 training attempts to do so. Full, honestly-documented history of everything that didn't work along the way (degenerate collapses, a checkpoint that looked great on paper but turned out to be a memorized shortcut, and the eventual discovery that this specific failure mode was a bad random seed) is in the project repo:

Code, data, and full write-up: https://github.com/themaker00001/JevFlash

What this model does

Given a text description of the game state (health, ammo, position, and visible target bounding box) and a question ("pick the best action"), it outputs a probability score for each of up to 4 candidate actions in one non-autoregressive forward pass. No chain-of-thought, no token generation at inference time.

Training data

~2,300 decision examples collected via epsilon-greedy exploration (10% of executed actions were random, always labeled with the correct/heuristic action) against a simple proportional aim-and-shoot heuristic β€” the same technique the original NanoJev project used with a real pretrained RL policy, adapted here to a much simpler, self-authored expert.

Files

  • best.safetensors β€” model weights (backbone + decision head)
  • tokenizer/, backbone_config/ β€” tokenizer and Qwen3 backbone config
  • summary.json, train_log.json, timing.json, target_audit.json β€” training run artifacts

License

Apache-2.0 (inherited from the Qwen3-0.6B-Base backbone).

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