Showing 36 of 48 projects
A reinforcement learning framework for training AI agents to play Pokémon Red using PyBoy emulation.
Industry-standard navigation-mesh generation and pathfinding toolset for games, powering AI navigation in Unity, Unreal, and Godot.
A Python framework for creating AI agents that learn to play any video game you own.
An open-source Go engine that replicates AlphaGo Zero's architecture, learning solely through self-play without human knowledge.
A C++17 library for creating flexible, reactive Behavior Trees, primarily for robotics and game AI.
A powerful Godot Engine addon for creating robust AI systems using behavior trees.
A Godot 4 plugin providing Behavior Trees and Hierarchical State Machines for creating complex AI behaviors in games.
A platform for developing AI bots that play Doom using visual information, designed for reinforcement learning research.
Original DeepMind DQN 3.0 implementation for Atari game reinforcement learning, with community tweaks.
A free and open-source C++ framework for creating AI agents that play StarCraft: Brood War.
A high-performance Java AI framework for games, featuring steering behaviors, pathfinding, behavior trees, and finite state machines.
A curated collection of datasets, APIs, and tools for applying artificial intelligence and data mining to video games.
A C# port of Recast & Detour, providing an industry-standard navigation mesh toolset for .NET, Unity3D, and game servers.
A graphical editor for creating and monitoring Behavior Trees, compliant with BehaviorTree.CPP.
A chess AI that learns to play chess using deep learning and neural networks.
A curated collection of Monte Carlo tree search research papers with implementations from top AI conferences.
A fast, lightweight, and easy-to-use Lua pathfinding library for grid-based games.
A large-scale StarCraft: Brood War replay dataset for AI research, containing 65,646 games with frame and action data.
A curated collection of chess-related resources including libraries, tools, websites, and educational materials.
A C# library for implementing behavior trees in game AI, providing a modular framework for creating complex NPC behaviors.
A fast, scalable, and extensible utility-based decision-making AI library for C# and Unity.
A C# library for implementing AI and game logic behavior trees using a fluent API.
A browser-based Connect Four game with AI opponent using Minimax algorithm and alpha-beta pruning.
A lightweight C++ behavior tree library with a QT5 remote debugger and optional Lua bindings for AI logic.
A GDNative pathfinding node for Godot that implements Dijkstra Maps for versatile pre-computed pathfinding.
A Godot Engine demo showcasing tilemap-based pathfinding implementation for 2D games.
An extensible .NET genetic algorithm library for optimization and AI, making evolutionary computation simple.
Examples demonstrating integration of Yuka Game AI library with Babylon.js for 3D rendering.
A Lua-driven AI that plays Game Boy Color games through experimentation and learning.
A 2D shooter game built with Flutter and Flame game engine featuring AI enemies using behavior trees.
A competition framework for developing AI agents that play classic Z-Machine text adventure games.
A functional behavior tree implementation in Lua for game AI and entity behavior modeling.
A behavior tree implementation for ActionScript 3, ported from the original Objective-C version.
A procedural 3D tower defense web game with physics, AI, and procedural sound where players defend a central energy source.
A simple yet powerful behavior tree implementation for game AI, with built-in tree visualization for LÖVE.
Scripts to generate a dataset with static frames from the Arcade Learning Environment for Atari games.
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