Open-source C# agent runtime for AI NPCs and in-game agents. Structured context, ReAct tool use, complex task planning, memory, and reliable actions for Unity, Godot, Unreal Engine, and servers.
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Updated
Sep 1, 2026 - C#
Open-source C# agent runtime for AI NPCs and in-game agents. Structured context, ReAct tool use, complex task planning, memory, and reliable actions for Unity, Godot, Unreal Engine, and servers.
Functional Behavior Tree Design Pattern: simple, fast, debug-friendly, and memory-efficient behavior tree in C#/Unity
AI NPC Desktop Platform built with Tauri + SvelteKit + Ollama
Async Functional Behavior Tree Design Pattern based on Unitask: simple, fast, debug-friendly, and memory-efficient async behavior tree in C#/Unity
GameAI.Net is a high-performance embedded realtime AI compute library for games and simulations on .NET.
Research prototype for training adaptive Unreal Engine NPCs with Deep Q-Networks and project-defined environment adapters.
Game-agnostic cognitive runtime for persistent AI characters, with episodic memory, grounded actions, and resource-aware LLM reasoning.
AzerothCore WotLK server where 500 playerbots act human: LLM chat in an authentic 2008 voice, personalities that drive gameplay, relationships, PvP respect, emergent guilds
The all-purpose .NET monoservice for the Beyond Immersion game servers.
A Godot 4 farming sim built to research adaptive NPC behavior - chickens with interchangeable "brains" (FSM vs. native Reinforcement Learning) that learn from how you play.
A plot-aware, memory-enabled external NPC agent runtime.
A deterministic, debuggable engine for NPC character tensions in an RPG — visible behavior emerges from the dynamics of internal states, modeled like a control system, not from scripts.
Build story-driven single-player games where every NPC thinks, remembers privately, and advances a creator-authored plot.
JL Engine Local is a local ai agent stabilization layer With a focus on ai personality. Including an Emotional and speach rythum focused control protocol + headless engine and more.
LLM-driven RPG Agent Runtime — NPC companions with scoped perception, memory isolation, and deterministic game-state consequences. Playable vertical slice.
NPC AI 行为系统 — 运营管理平台 | 毕业设计:为策划提供可视化 NPC 配置管理,涵盖事件类型、状态机、行为树、NPC 类型的 CRUD 与校验
Java turn-based simulation game built with the FIT2099 engine featuring behaviour-driven NPCs, dynamic boss mechanics, and extensible SOLID architecture.
Controlled multi-agent simulation runtime for AI NPC behavior, memory, visibility, and evaluation.
Hearsay uses CockroachDB as a living memory layer, enabling NPCs to remember encounters, spread rumors, and evolve relationships so every conversation reshapes the game world.
AI-driven dungeon battle simulation in C++ using A* pathfinding, finite state machines, dynamic danger maps, and autonomous NPC behavior.
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