9 repositorios
Frameworks for testing reinforcement learning agents within custom grid-based environments.
Distinct from Simulation Worlds: Focuses on grid-based RL simulation, distinct from general game simulation worlds.
Explore 9 awesome GitHub repositories matching artificial intelligence & ml · Grid World Simulation Frameworks. Refine with filters or upvote what's useful.
This project is a curated educational resource and solution repository for algorithmic challenges, specifically focused on LeetCode problems. It serves as a technical reference for common data structures and algorithmic patterns, providing verified code implementations across multiple programming languages alongside detailed logic and complexity analysis. The repository functions as a comprehensive study guide for competitive programming and technical interview preparation. It includes specialized learning tools such as an Anki flashcard dataset for spaced repetition and a browser extension t
The project calculates the total number of unique paths in a grid using dynamic programming or memoized recursion.
This project is an educational resource designed to teach the mathematical foundations and core algorithms of reinforcement learning. It provides a structured academic curriculum that combines textbooks, lecture materials, and practical code examples to guide learners through the principles of Markov decision processes and reinforcement learning theory. The repository distinguishes itself by integrating a grid-based simulation framework that allows users to test algorithms within custom environments. This environment supports the analysis of agent performance by rendering state values, polici
Provides a grid-based simulation framework for testing reinforcement learning agents.
Better Genshin Impact is a computer vision-based automation framework designed to perform repetitive tasks and combat sequences within game environments. It functions as a macro scripting engine that utilizes synthetic input injection to simulate human interaction with the operating system, allowing for hands-free execution of complex gameplay loops. The system distinguishes itself through a combination of template-matching visual recognition and state-machine logic, which enables the software to identify on-screen game elements and transition between operational states in real time. By mappi
Automates character movement to reach specific locations for efficient exploration and farming.
ET is a C# game server framework and distributed actor model runtime designed for large-scale multiplayer environments. It provides a comprehensive toolkit for building distributed game backends, incorporating a multiplayer network transport layer and a specialized suite for game AI and pathfinding. The framework is distinguished by its use of a distributed actor model to scale processing across multiple threads and servers, utilizing isolated actors for state management and messaging. It features a unified codebase architecture that allows shared logic between the server and client, enabling
Performs server-side navigation and pathfinding using a native language implementation of industry-standard navigation meshes.
PathFinding.js is a grid-based pathfinding library that implements multiple search algorithms for computing optimal routes on 2D maps. It provides implementations of A*, Dijkstra, Breadth-First Search, and Jump Point Search, each designed to find the shortest path between two points on a grid while avoiding obstacles. The library is built around a pluggable architecture where each pathfinding strategy shares a common interface, allowing algorithms to be selected at runtime without modifying core logic. It includes a configurable diagonal movement rule engine that controls diagonal traversal b
A library that computes shortest routes on 2D grids using multiple search algorithms like A* and Dijkstra.
This project is a real-time strategy game and military combat simulator focused on modern warfare. It provides a simulation where players build bases and command military units to achieve tactical objectives and execute combat operations across various global locations. The software functions as a user-generated content platform, featuring a community workshop for creating, uploading, and sharing custom maps. It also includes a narrative-driven single-player campaign consisting of a series of strategic missions. Gameplay involves battling computer-controlled commanders that utilize distinct
Implements grid-based pathfinding algorithms to calculate navigation routes and enforce building placement constraints.
REFramework is a runtime modding framework for games built on the RE Engine, providing a C# plugin system with typed proxy code generation, a Lua scripting interface, an ImGui-based UI system, a runtime debugging toolkit, and a VR integration layer. At its core, it intercepts and modifies internal game engine functions and state at runtime through hooking and scripting APIs, enabling deep inspection and manipulation of live game objects. The framework distinguishes itself through typed proxy code generation that auto-creates C# interfaces from the game's type database, giving compile-time saf
REFramework sets the world position of a transform, optionally skipping dirty marking when the scene is locked.
LittleJS es un motor de juegos 2D HTML5 ligero diseñado para construir juegos web utilizando Canvas y WebGL sin dependencias externas. Integra un renderizador de sprites WebGL, un motor de física 2D para colisiones estilo arcade y dinámica de cuerpos rígidos, y un sistema de búsqueda de caminos A* basado en cuadrícula para la navegación de entidades. El motor se distingue por su sintetizador de audio procedimental, que genera música y efectos de sonido en tiempo de ejecución utilizando matrices de parámetros para minimizar el tamaño de los archivos. También cuenta con una tubería de gráficos integral que admite post-procesamiento de fragment-shader personalizado y un sistema de iluminación 2D dinámica. El framework cubre una amplia gama de capacidades de desarrollo, incluyendo generación de efectos de partículas, animación de sprites basada en fotogramas y renderizado de tilemaps con caché de canvas fuera de pantalla. Proporciona una gestión de entrada unificada para señales de teclado, ratón y gamepad, junto con utilidades para la persistencia del estado del juego y el seguimiento de logros a través del almacenamiento local. El proyecto incluye herramientas para cargar datos de nivel desde archivos con formato JSON y proporcionar superposiciones de depuración visual para monitorear el estado interno del motor.
Computes the shortest route between two points on a grid using A* pathfinding with smoothing.
Space Station 14 is a C# multiplayer game and roleplay simulation framework. It is built upon an Entity-Component-System (ECS) game engine that separates logic into systems and data into components to manage complex entity interactions. The project functions as a grid-based physics simulator with a YAML data-driven prototype system for defining game objects. The project features a specialized 2D sprite rendering engine that maps server-side appearance data to client-side shaders. It implements a networking model with client-side prediction and dirty-flagged state synchronization to reduce inp
Utilizes A* and Breadth-First Search algorithms to determine optimal routes across grid-based game world graphs.