I think a great use case for these will be when they have large context windows and are able to enforce styling rules for frontend development, and component creation rules for react. You can then ditch the styles guides and styling skills and create a decision tree for enforcing styling, so that you can't run into drift issues or duplication issues. That's where I'm wasting most of my time right now, constantly correcting all of the UX/UI issues that are created for every single feature.
Bit of a Jev explosion going on. Is it because it's taking us back to a simpler time we understand better? Classification models have been around for a while.
It’s because it’s practically useful and enabled things that were impractical previously.
It's appealing not having to fine-tune separate model for each use case<p>So you have more flexibility to get on with building, evolve your business logic etc
It's because everyone wants their 15 minutes of fame so every single time something shiny gets out all the NPCs are asking astra/fable: "can you create a copy of this, make no mistake"
Because these decision models do not have tool calling, the knowledge cutoff might become a problem. We'll either have to keep training continuously if we run locally or switch to the newer version every month or so when using a closed one like Jev
I wonder how these would do filtering my spam. I have been using 27B-class models for a while now, and they are nearly perfect at determining what is spam and what isn't. The only disadvantage is computational cost.
Can someone tell me what is the difference between Jev and a normal neural network that does classification ?<p>My understanding is: it takes text input and it does one shot classification (no training data)
Yes, this is essentially it.<p>As a corollary, the output classes can be any set, rather than needing to be set before training.
On Gemma 4 12B, I am getting 220 ms per move or QS. I used it to play the Snake game locally:<p>prompt_eval=244 ms wall=245 ms schema_cache=hit generated=0<p>Move limit reached after 200 moves: score=16, length=19.<p>So, if a 12B dense model can offer this latency on a local old PC, then definitely you can scale it up with more powerful machines and get even lower latency.
Quite impressed by the energy people are putting into making OSS Jev-like models.<p>I understand the hype but I wonder: what are the use cases for this kind of model? Could it be used in the context of coding agents, or is it more relevant in totally different situations?
Consider every situation where you "force" an LLM to output only a choice / category, or a set of them. If you have workflows like that, you're now being promised significant cost- and latency reduction.<p>For coding agents it'd only be useful in a subset of situations. E.g. you could imagine using one to classify bash tool calls into safe and unsafe for example.
> what are the use cases for this kind of model? Could it be used in the context of coding agents<p>Yeah, it could. The most obvious usage would be to have local fast cheap "feedback" / "control" over a slower more expensive agent (i.e. cc / codex / opencode). Things like "goals" could now be split from a long prompt into "actions" and "verifiers". Where for each action you also produce a verifier. Then after each action you run the verifier w/ this kind of "universal classifier" and decide if the step was done correctly, if it needs follow-up and so on.<p>Example: implement auth in this repo -> llm_plan() -> for item in plan generate_verifier() -> for item in plan implement() ; verify() ; accept() / followup().<p>Verifiers could be something like this. take a plan item as input, generate classification questions that might verify the task "is this following project conventions?" | "is this touching files from other tasks?", etc.<p>You can do that with LLMs, but some things might become cheaper / faster. And you can pretty much use it to check against an ever growing list of conventions. Yours or project specific.
To develop a smart ai system for my 2d roguelike platformer?
game has way too many moving system for classic state-machine ai + i cant spare the time to develop it.
its low latency entices me.
You should call Jev-like models when you give it a JSON-like structure to produce, it is useful when you need _some_ intelligence in your code.
Yeah same. Got access to their API and then realised I don’t really have an immediate use case
Interesting to see a Jev-like approach applied to Qwen3.5. Always appreciated Jev's simplicity for quick decisions.
- <a href="https://github.com/logan-markewich/jeff" rel="nofollow">https://github.com/logan-markewich/jeff</a>
- <a href="https://github.com/bespokelabsai/nimble" rel="nofollow">https://github.com/bespokelabsai/nimble</a>
Interesting approach with Qwen3.5 for decision models. Curious how "tiny" they've made them while keeping LLM reliability for critical paths.
Been hoping for something in this space. Jev-like decision models on Qwen3.5 could really simplify some of our internal routing logic.