9 dépôts
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.
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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.
Ce projet est un jeu de stratégie en temps réel et un simulateur de combat militaire axé sur la guerre moderne. Il fournit une simulation où les joueurs construisent des bases et commandent des unités militaires pour atteindre des objectifs tactiques et exécuter des opérations de combat dans divers lieux mondiaux. Le logiciel fonctionne comme une plateforme de contenu généré par les utilisateurs, incluant un atelier communautaire pour créer, télécharger et partager des cartes personnalisées. Il comprend également une campagne solo narrative composée d'une série de missions stratégiques. Le gameplay implique de combattre des commandants contrôlés par ordinateur qui utilisent des personnalités tactiques distinctes. La simulation couvre la composition de l'armée, les améliorations stratégiques et la simulation de combat par IA.
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 est un moteur de jeu 2D HTML5 léger conçu pour construire des jeux web en utilisant Canvas et WebGL sans dépendances externes. Il intègre un moteur de rendu de sprite WebGL, un moteur physique 2D pour les collisions de style arcade et la dynamique des corps rigides, et un système de recherche de chemin A* basé sur une grille pour la navigation des entités. Le moteur se distingue par son synthétiseur audio procédural, qui génère de la musique et des effets sonores au moment de l'exécution en utilisant des tableaux de paramètres pour minimiser la taille des fichiers. Il dispose également d'un pipeline graphique complet qui prend en charge le post-traitement par shader de fragment personnalisé et un système d'éclairage 2D dynamique. Le framework couvre un large éventail de capacités de développement, y compris la génération d'effets de particules, l'animation de sprite basée sur les images, et le rendu de tilemap avec mise en cache hors écran. Il fournit une gestion unifiée des entrées pour les signaux clavier, souris et manette, ainsi que des utilitaires pour la persistance de l'état du jeu et le suivi des succès via le stockage local. Le projet inclut des outils pour charger des données de niveau à partir de fichiers au format JSON et fournir des superpositions de débogage visuel pour surveiller l'état interne du moteur.
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.