Jesse Inference API
Sub-millisecond memory-lookup inference engine for CAD kernels, gaming simulations, formal logic, and real-time reasoning. Open Paid Beta with unlimited daily volume, strict 1 request per 2 seconds rate enforcement, $20/month commercial developer subscription via Stripe, and dual-model continuous learning.
It remembers what you tell it — specific to your API key. Any memories, factual assertions, and conversational states persist strictly partitioned to your individual API key.
We encourage data/IP caution during this open beta. Please exercise standard intellectual property caution when submitting sensitive or proprietary material during the beta period.
We do not, and will not, pool RSI learning across all user interactions. Learning is pooled for that user specifically in combination with our frontier models—your data and learned facts are never shared or cross-pollinated into other users' models.
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Open Paid Beta Access — instant API key provisioning, priority DGX Blackwell compute, and live Lemma Bank streaming.
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Unlimited Daily Requests — no daily or monthly token quotas (up to 43,200 req/day).
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Strict 1 req / 2s Rate Limit — predictable sustained throughput; returns 429 on sub-2s bursts.
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Dual Model Architecture — toggle
jesse-prod(continuous learning) orjesse-pristine(immutable baseline). -
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OpenAI API Drop-In Format — native support for
POST /api/v1/chat/completionswith streaming and tool calling. -
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Key-Isolated RSI Learning — remembers what you tell it specific to your API key; learning is never pooled across users.
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Zero-Weight Sub-Millisecond Speed — 5.1 µs RAM lookup, zero cold-start GPU spinup.
Authorization: Bearer <key>.Key-Specific Memory: It remembers what you tell it — specific to your API key. We do not, and will not, pool RSI learning across all user interactions; it is pooled for that user specifically in combination with our frontier. We encourage data/IP caution during this open beta.
from openai import OpenAI
# Initialize client pointing to Jesse at jesse.solidsf.com (or jesse.my)
client = OpenAI(
base_url="https://jesse.solidsf.com/api/v1", # or https://api.jesse.my/v1
api_key="jesse_live_YOUR_KEY_HERE"
)
# Query jesse-prod (continuous learner) or jesse-pristine (immutable baseline)
response = client.chat.completions.create(
model="jesse-prod",
messages=[
{"role": "system", "content": "You are Jesse, autonomous engineering agent."},
{"role": "user", "content": "How do Euler-Poincaré invariants prevent BRep failures?"}
],
temperature=0.0
)
print(response.choices[0].message.content)
Handles live customer production requests. Dynamically indexes validated user assertions, feedback corrections, and domain-specific terminology strictly partitioned to your API key. Learning is pooled for that user specifically in combination with our frontier—never pooled across different users.
Completely isolated from user traffic. Strictly evaluated against deterministic test suites (LiveBench, GPQA, KataGo, ARC, HumanEval) to guarantee 0 regressions.
• No Cross-Tenant Pooling: We do not, and will not, pool RSI learning across all user interactions. It is pooled for that user specifically in combination with our frontier.
• Open Beta IP Caution: We encourage data/IP caution during this open beta.
GET /api/lemmas every 15s • Type-checked by Lean 4 kernel with 0 axioms added
TCP_NODELAY (zero Nagle buffering delay) guarantees microsecond transport. Jesse evaluates survival invariants in 6.94 µs to 300 µs with zero neural net stalls.
// Connect once via WebSocket using your API key and game title
const ws = new WebSocket("ws://10.10.10.211:8080/v1/game/xbox/ws?api_key=jesse_live_YOUR_KEY&game=terraria");
ws.onopen = () => console.log("Jesse Xbox Gamepad bridge connected!");
// Send tick from your game loop (30–60Hz):
ws.send(JSON.stringify({
tick: 101,
state: { health: 28, maxHealth: 100, nurseNearby: true }
}));
// Receive instant virtual gamepad actuation packet (<0.3ms server compute):
ws.onmessage = (event) => {
const packet = JSON.parse(event.data);
// packet.gamepad -> { buttons: { A, B, X, Y, LB, RB, LS_CLICK, RS_CLICK, DPAD, VIEW, MENU }, axes: { LS_X, LS_Y, RS_X, RS_Y, LT, RT } }
console.log("Action:", packet.action, "Latency:", packet.latency_us, "µs");
};
curl http://10.10.10.211:8080/v1/game/xbox/tick \
-X POST \
-H "Authorization: Bearer jesse_live_YOUR_KEY" \
-H "Content-Type: application/json" \
-d '{
"session_id": "xbox_muc8ujby_vpmj28",
"tick": 101,
"state": { "health": 28, "maxHealth": 100, "nurseNearby": true }
}'
# Response (<1ms):
# {
# "ok": true,
# "sessionId": "xbox_muc8ujby_vpmj28",
# "tick": 101,
# "action": "nurse_heal",
# "gamepad": { "buttons": { "X": true }, "axes": { "LT": 1.0 } },
# "latency_us": 292.57
# }
# Remotely dispatch an emergency Hoik Phase or attack combo to the player's game:
curl http://10.10.10.211:8080/v1/game/xbox/command \
-X POST \
-H "Authorization: Bearer jesse_live_YOUR_KEY" \
-H "Content-Type: application/json" \
-d '{
"session_id": "xbox_muc8ujby_vpmj28",
"action": "hoik_down_right",
"macro": "hoik_phase",
"axes": { "LS_X": 0.707, "LS_Y": 0.707 }
}'
# Queued commands are executed on the player's next tick in 6.94 µs.
LT = 1.0 for a frame-perfect shield parry (2x critical stagger window). Staggered foes trigger 3-hit combo burst RT = 1.0.
B + LS_X = -1.0. Eikthyr lightning windup triggers sprint dash LB + LS_X = 1.0 behind runestone pillars.
DPAD_UP + X. Bonemass encounter automatically equips blunt mace DPAD_RIGHT.
curl http://10.10.10.211:8080/v1/game/telemetry/ingest \
-X POST \
-H "Authorization: Bearer jesse_live_YOUR_KEY" \
-H "Content-Type: application/json" \
-d '{
"session_id": "xbox_valheim_session_123",
"tick": 501,
"telemetry": {
"health": 85,
"maxHealth": 100,
"stamina": 40,
"incomingAttacks": [
{ "id": "eikthyr_antler_sweep", "timeToImpactMs": 130, "parryable": true }
],
"targetedEnemy": { "id": "eikthyr", "name": "Eikthyr", "boss": true, "distance": 2.5 },
"biome": "meadows",
"activeBoss": "eikthyr"
}
}'
# Response (<0.05ms computation):
# {
# "ok": true,
# "sessionId": "xbox_valheim_session_123",
# "action": "block_parry",
# "rule": "timed_parry",
# "gamepad": {
# "buttons": { "A": false, "B": false, "X": false, "Y": false, "LB": false, "RB": false },
# "axes": { "LS_X": 0, "LS_Y": 0, "RS_X": 0, "RS_Y": 0, "LT": 1.0, "RT": 0 }
# },
# "latency_us": 42.15,
# "tick": 501
# }
curl http://10.10.10.211:8080/v1/game/telemetry/event \
-X POST \
-H "Authorization: Bearer jesse_live_YOUR_KEY" \
-H "Content-Type: application/json" \
-d '{
"session_id": "xbox_valheim_session_123",
"event": "boss_staggered",
"details": { "boss": "Eikthyr", "durationMs": 2500, "critMultiplier": 2.0 }
}'
[30, 1960, 480, 50]), Stamina ([400, 2040, 400, 30]), Boss Bar ([1200, 80, 1440, 45]), and Minimap ([3200, 40, 600, 600]).
# Stream display directly to Jesse NVMe ingestion pipeline:
ffmpeg -f avfoundation -i "1:none" \
-s 3840x2160 -r 30 -c:v libx264 -preset ultrafast \
-f mpegts "http://10.10.10.211:8080/v1/game/video/stream?session_id=YOUR_SESSION_ID"
# View live low-latency MJPEG stream in browser:
<img src="http://10.10.10.211:8080/v1/game/video/stream/live?session_id=YOUR_SESSION_ID" />
# Or query latest 4K snapshot:
curl http://10.10.10.211:8080/v1/game/video/latest?session_id=YOUR_SESSION_ID --output latest_4k_frame.jpg
chunk: false / raw: true) with zero slicing. Daily systemd maintenance timer automatically purges staging files older than 7 days.
# Stream massive technical drawings, CAD dumps, or telemetry files directly:
curl http://10.10.10.211:8080/v1/documents/upload?title=large_cad_model.step \
-X POST \
-H "Authorization: Bearer jesse_live_YOUR_KEY" \
-H "Content-Type: application/octet-stream" \
--data-binary @huge_cad_model.step
# Returns HTTP 201 with verified SHA-256 and NVMe storage path:
# {
# "ok": true,
# "document_id": "doc_upload_1790055546885_ed63ay",
# "title": "large_cad_model.step",
# "size_bytes": 524288000,
# "sha256": "eb6183addde05c2196ce25e6fa34a4baf20f9bf30d33892f452a9a1e88c9a472",
# "storage_path": "/home/ttuser/jesse-serving/uploads/doc_upload_...bin",
# "streamed": true
# }
| Method | Endpoint | Description | Rate Limit |
|---|---|---|---|
| WS | /v1/game/xbox/ws |
Full-duplex sub-15ms WebSocket lockstep game loop (60–120Hz continuous actuation) | Lockstep Unrestricted |
| POST | /v1/game/xbox/session |
Initialize an isolated virtual Xbox controller session for an authenticated player | Standard |
| GET | /v1/game/xbox/session |
List active controller sessions for authenticated API key | Standard |
| DELETE | /v1/game/xbox/session/:id |
Terminate controller session and release all inputs to neutral | Standard |
| POST | /v1/game/xbox/tick |
High-frequency game loop tick (zero-weight reflex evaluated in <0.05ms) | High-Frequency |
| POST | /v1/game/xbox/command |
Dispatch discrete commands, rapid button mash, stick flicks, or glitch macros | High-Frequency |
| GET | /v1/game/xbox/stream |
Persistent Server-Sent Events (SSE) stream broadcasting real-time gamepad frames | Continuous |
| GET | /v1/game/xbox/status |
Query active controller connection, supported buttons/axes, and gameplay telemetry | Standard |
| POST | /v1/game/xbox/reset |
Zero out all buttons and analog axes, resetting controller to neutral state | Standard |
| GET | /v1/game/xbox/download |
Download official standalone Jesse Xbox Gamepad Bridge Client (.zip) | Public |
| GET | /v1/game/telemetry/schema |
Query public JSON schemas for Valheim/Generic telemetry and normalized 4K HUD ROIs | Public |
| POST | /v1/game/telemetry/ingest |
Ingest structured game telemetry; evaluates microsecond survival reflexes and updates virtual controller | High-Frequency |
| POST | /v1/game/telemetry/event |
Record discrete milestone or combat events (boss stagger, death, quest stage) | Standard |
| GET | /v1/game/telemetry/session/:id |
Retrieve sliding-window telemetry ring buffer history and combat event log for a session | Standard |
| POST | /v1/game/video/stream |
Direct 4K30 chunked video stream pipe (OBS/FFmpeg MPEG-TS) straight to NVMe disk with TCP backpressure | High-Throughput |
| POST | /v1/game/video/frame |
Ingest discrete high-resolution 4K keyframe (JPEG/WebP) for HUD analysis and vision models | High-Frequency |
| GET | /v1/game/video/latest |
Query the most recent 4K game screen capture snapshot (JPEG binary) | Public |
| GET | /v1/game/video/stream/live |
Real-time low-latency MJPEG live stream of Jesse's gameplay view for browser preview | Continuous |
| GET | /v1/game/video/status |
Query 4K video pipeline metrics (FPS, resolution, buffered keyframes, bytes ingested) | Public |
| POST | /v1/documents/upload |
Direct streaming upload seam (up to 500 MB+) with TCP backpressure straight to NVMe | Standard |
| POST | /v1/documents |
Ingest documents into Universal Chunking Engine (optional chunking: chunk: false) |
Standard |
| GET | /v1/documents |
List tenant documents and chunk statistics | Standard |
| GET | /v1/documents/:id |
Retrieve partitioned chunks or raw monolithic document (?raw=true) |
Standard |
| POST | /api/v1/chat/completions |
OpenAI-compatible chat completions (supports streaming, tools, and model choice) | 1 req / 2s |
| GET | /api/v1/models |
List available models (jesse-prod, jesse-pristine) and active learning stats |
1 req / 2s |
| POST | /api/v1/feedback |
Submit thumbs up/down and factual corrections directly to continuous learning pool | 1 req / 2s |
| GET | /api/v1/learnings/stats |
Inspect telemetry on collected user interactions, buffered corrections, and merge queue | 1 req / 2s |
| POST | /api/admin/consolidate |
Trigger distillation and regression check to merge prod learnings into candidate pristine release | Admin |
| POST | /api/billing/checkout |
Create Stripe Checkout session for $20/month Developer subscription | Standard |
| POST | /api/billing/portal |
Generate Stripe Customer Billing Portal URL for subscription management | Standard |
| POST | /api/billing/webhook |
Stripe webhook receiver handling automated key provisioning and subscription changes | Unrestricted |
| GET | /api/lemmas |
Live stream of Lean 4 kernel-certified theorems, proofs, and structural bounds across Millennium domains | Standard |