KLEP is a deterministic, inspectable symbolic behavior toolkit for Unity and headless .NET. Its working vocabulary is deliberately small: Neurons perceive Keys, Locks decide eligibility, Executables act, Goals own ordered child actions, and an optional Observer may rank only behavior that is already valid.
The project is currently at the instinctual animal-behavior layer. Ethics, Emotion, Memory, cognition composition, and outward-only diagnostics exist as portable, tested springboards, but the zombie showcase intentionally does not invent causal experiences merely to make those panels move.
The included Unity scene makes the execution chain visible:
Sensors -> immutable OneCycle Keys -> Locks -> scored Goal -> owned child -> Unity effect
100 Avoid Edge -> Avoid Edge action
50 Eat Human -> Any [Attack Human, Move toward Human]
10 Wander -> Wander action
Eight fixed-order ground rays publish EdgeDanger with a copied support mask
and local avoidance direction. A seeded pure Router publishes one of eight
deterministic wander headings. When a human enters sensor range, Eat Human and
Wander are both eligible, so the authored 50 > 10 score produces a real,
inspectable interruption. EdgeDanger closes both ordinary Goals and opens the
safety Goal through Locks.
Open Assets/Scenes/KLEPZombieTest.unity and press Play. Move the red survivor
with W/A/S/D and aim with the mouse. Approach the zombie to trigger Eat Human;
lure it toward a rim to trigger Avoid Edge. Press R to restart.
Use KLEP > Build Windows Zombie Showcase to build only this scene to
Builds/KLEPZombieShowcase/ for an itch upload.
The reusable package is in Packages/com.roll4d4.klep and currently reports
version 0.1.0-preview.1. A Unity project can install this repository through
the Package Manager Git URL:
https://github.com/Roll4d4/KLEP.git?path=/Packages/com.roll4d4.klep#main
Core has no Unity dependency. Unity observation/effect adapters and the Editor Observatory are separate assemblies.
The original experimental scripts and historical public documentation remain
part of the repository rather than being rewritten as if they had always been
the current system. The legacy KLEP/ folder, the
project site, and the
wiki record how KLAP became KLEP. The
supported rewrite lives in Packages/com.roll4d4.klep and is governed by the
contracts in docs/.
Headless suites live in Tools/HeadlessTests. The showcase-specific suite is:
dotnet run --project Tools/HeadlessTests/KlepZombieGoalSmoke/KlepZombieGoalSmoke.csprojIt covers Goal scoring and interruption, child ownership and recursive runtime
snapshots, all 256 edge support masks, payload round-trips, and identical-seed
wander determinism. The architectural contracts and accepted decisions are in
docs/.
KLEP remains published under the repository's KLEP Software License (KSL-1.0), including its attribution and ethical-use terms.