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OPEN PAID BETA Commercial Zero-Weight Autonomous Inference

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.

Open Interactive Playground
Data Privacy & RSI Learning Policy
Open Paid Beta Notice

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.

Developer Access Tier — Open Paid Beta
Commercial inference subscription via Stripe ($20/month)
Open Paid Beta
$20 / month
  • [+]
    Open Paid Beta Access — instant API key provisioning, priority DGX Blackwell compute, and live Lemma Bank streaming.
  • [+]
    Unlimited Daily Requests — no daily or monthly token quotas (up to 43,200 req/day).
  • [+]
    Strict 1 req / 2s Rate Limit — predictable sustained throughput; returns 429 on sub-2s bursts.
  • [+]
    Dual Model Architecture — toggle jesse-prod (continuous learning) or jesse-pristine (immutable baseline).
  • [+]
    OpenAI API Drop-In Format — native support for POST /api/v1/chat/completions with streaming and tool calling.
  • [+]
    Key-Isolated RSI Learning — remembers what you tell it specific to your API key; learning is never pooled across users.
  • [+]
    Zero-Weight Sub-Millisecond Speed — 5.1 µs RAM lookup, zero cold-start GPU spinup.
Authentication & Credentials
Bearer token authorization for API endpoints
Active Key
Live API Key
jesse_test_demo00000000000000000000000001
Rate Limiter: Ready (1 req / 2s)
Cooldown resets automatically after 2,000 ms. Daily limit: unlimited.
Pass your key in HTTP header: 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.
Link Paid Subscription to Browser / Account
Model:
Presets:
Inference Output Viewport
Press "Execute" to run inference on Jesse...
Status: 200 OK
Latency: --
Rate Window: 1 / 2s
Daily Quota: Unlimited
Tokens: --
Feed Prod Learner:
Developer Quickstart & SDKs
Drop-in compatibility with standard OpenAI API SDKs
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)
Model Topology: Prod Continuous Learning vs. Pristine Baseline
Automated distillation & regression fencing for customer data consolidation
+-----------------------------------------------------------------------------------------+ | CUSTOMER TRAFFIC | +-----------------------------------------------------------------------------------------+ | [Rate Limiter: 1 req / 2s Max] | +----------------------+----------------------+ | (model: "jesse-prod") | (model: "jesse-pristine") v v +---------------------------+ +---------------------------+ | jesse-prod | | jesse-pristine | | Active Learner Model | | Immutable Baseline Model | | Dynamic Knowledge Store | | Zero Regression Guarantee| +---------------------------+ +---------------------------+ | ^ v | [User Interactions & Feedback] | (Candidate Merge | | Release Manifest) v | [Continuous Learning Buffer] | | | v | [Distillation & Curation Engine] | | | v | [Pristine Benchmark Fencing (Regression Check)] ------------+
1. jesse-prod (Key-Partitioned Active Learner)

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.

2. jesse-pristine (Immutable Baseline)

Completely isolated from user traffic. Strictly evaluated against deterministic test suites (LiveBench, GPQA, KataGo, ARC, HumanEval) to guarantee 0 regressions.

RSI Learning & Open Beta Isolation Policy
Key-Specific Memory: It remembers what you tell it — specific to your API key.
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.
Jesse Autonomous Lemma Bank & Frontier Stream OPEN PAID BETA
Real-time repository of Lean 4 kernel-certified theorems, reductions & structural bounds discovered by Jesse
0 Sorries • 100% Sound 27 Certified
Verified Theorems
27
Lean 4 Sorries
0 (Kernel Checked)
Active DGX Cluster
DGX Sparkler1 (GB10) + Lean 4.33
Millennium Domains
5 Active Frontiers
Auto-polling GET /api/lemmas every 15s • Type-checked by Lean 4 kernel with 0 axioms added
Dedicated Lemma Portal → Raw JSON Endpoint
Virtual Xbox Controller API & High-Speed Game Bridge
Sub-15ms full-duplex lockstep game actuation with zero hardware mouse/keyboard hijacking
🎮 Download Jesse Xbox Controller Bridge (v2.1.0)
Connect your local game (Terraria, Valheim, or custom title) to Jesse. Operates strictly through isolated virtual gamepad state packets on extended display 2. Zero OS pointer or keyboard hijacking.
Download jesse-xbox-bridge.zip npx jesse-xbox-bridge --key=YOUR_API_KEY --game=terraria
Sub-15ms Lockstep (60–120 FPS)
Native 2-byte WebSocket framing + 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.
Zero Hardware Hijacking
Never moves, steals, or clicks your mouse cursor or keyboard. Jesse operates exclusively through an isolated virtual Xbox Gamepad (14 digital buttons, 6 analog axes) on extended monitor 2.
Autonomous Reflexes & Push Macros
Deterministic reflexes for emergency Nurse heals, potion cooldown loops, bunker deathray defenses, platform Hoiks, and frame-perfect parries, plus remote macro queuing.
Integration Protocols
Choose full-duplex WebSockets for continuous 60Hz lockstep or REST / SSE for asynchronous command dispatch.
1. Full-Duplex WebSocket Game Loop (ws://.../v1/game/xbox/ws) — Sub-15ms Latency
// 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");
};
2. High-Frequency HTTP Tick Loop (POST /v1/game/xbox/tick)
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
# }
3. Push Remote Commands & Glitch Macros (POST /v1/game/xbox/command)
# 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.
Game Telemetry Ingestion & Reflex Engine
Dual-path ingestion for autonomous control: Structured Game Telemetry (<0.05ms) & 4K30 Video Ingestion
Jesse ingests live gameplay through two complementary pipelines: (1) High-Speed In-Game Telemetry streamed over WebSockets or REST directly from your game mod/engine, allowing microsecond reflex solvers to trigger frame-perfect parries, dodge rolls, and gear swaps; and (2) 4K30 Video Stream Pipe streamed via OBS/FFmpeg to Jesse's NVMe perception engine with normalized HUD bounding box analysis.
Shield Parry & Stagger
Incoming swing within 180ms triggers LT = 1.0 for a frame-perfect shield parry (2x critical stagger window). Staggered foes trigger 3-hit combo burst RT = 1.0.
Emergency Evasion & Boss Cover
Unparryable heavy strikes or HP < 30% trigger emergency dodge roll B + LS_X = -1.0. Eikthyr lightning windup triggers sprint dash LB + LS_X = 1.0 behind runestone pillars.
Consumables & Gear Swaps
Poison status effect triggers instant antidote / healing mead consume DPAD_UP + X. Bonemass encounter automatically equips blunt mace DPAD_RIGHT.
1. Ingest Structured Valheim Telemetry (POST /v1/game/telemetry/ingest) — <0.05ms Reflex Evaluation
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
# }
2. Log Combat & Quest Events (POST /v1/game/telemetry/event)
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 }
  }'
4K30 Video Ingestion & Visual Perception
Zero-stall chunked 4K streaming pipeline with HUD ROI foveation & live MJPEG preview
For games without custom modding APIs, users can stream a 4K 30fps video feed (3840x2160) directly to Jesse. The pipeline buffers keyframes to NVMe disk, extracts normalized Valheim HUD Regions of Interest (health bar, stamina bar, eitr meter, boss status, quickslots, and minimap), and broadcasts live MJPEG streams for browser monitoring.
Zero-Copy NVMe Disk Pipe
Video streams are written with TCP backpressure straight to NVMe storage. A 30-frame in-memory circular keyframe ring buffer powers zero-copy snapshot querying and vision model inference.
Valheim HUD ROI Extraction
Normalized 4K bounding boxes isolate HUD elements: Health ([30, 1960, 480, 50]), Stamina ([400, 2040, 400, 30]), Boss Bar ([1200, 80, 1440, 45]), and Minimap ([3200, 40, 600, 600]).
1. Stream 4K30 Video from OBS Studio or FFmpeg (POST /v1/game/video/stream)
# 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"
2. Live Browser Preview & Snapshot Inspection
# 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
Direct Streaming Document Upload Seam (500 MB+ Support)
Zero-memory-buffering streaming uploads with TCP backpressure straight to NVMe disk
Standard Node.js and HTTP servers crash or freeze the event loop when 10 concurrent clients upload 500 MB files due to V8 string allocation limits. Jesse implements a zero-memory backpressure streaming seam that pipes incoming TCP data in 64 KB chunks directly to NVMe SSD storage while calculating SHA-256 integrity hashes dynamically.
10 Concurrent 500 MB Uploads
Consumes < 1 MB total RAM across the fleet. TCP backpressure prevents buffer bloat. Takes 5 GB of SSD disk (0.27% of available 1.8 TB NVMe storage).
Monolithic Context (100k+ Chars) & Automated GC
Documents under 100,000 characters can be passed monolithic (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
# }
API Endpoints Reference
Authoritative contract for all REST / WebSocket / HTTP endpoints
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