Showing 26 of 26 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.
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