NPLUS / Kodo

Building agents
that learn to play.

The hard part is seeing the game. Kodo turns pixels into reliable state, then turns that state into an agent that can act.

CORE Perception / CNN TOOLING YOLO + OpenCV BUILT Game logic + UI
KODO / PERCEPTION FIELDPIXELS → STATE
DETECT / RECOVER / DECIDE / ACTSCHEMATIC

01 / PERCEPTION

Perception first.

Before an agent can act, the game has to become readable. Kodo detects entities, tracks structure, and reconstructs the state needed for training and deployment.

YOLO / ULTRALYTICS

Detect the battlefield.

Players, allies, enemies and walls become structured objects the rest of the system can use.

ENTITY / WALL DETECTION
OPENCV

Read the interface.

Template matching, HSV masking and colour counting recover compact visual signals.

TEMPLATES / COLOUR
STATE RECOVERY

Turn pixels into state.

Positions, map structure and ability-readiness signals become a coherent observation layer.

SCREEN → STATE
FRONTIER

Track what moves fastest.

Projectiles are small, fast and visually unstable — the hardest combat signal in the current perception stack.

PROJECTILE TRACKING

02 / SYSTEM

One loop. Two sources.

Simulation exposes state directly. On device, perception reconstructs it from pixels before the same decision loop acts.

SIMULATION

Kodo environment

Mechanics, UI and structured game state.

→
ACTOR LOOP

Observe → represent → remember → decide → act

Perception supplies the state. The agent learns what to do with it.

←
DEVICE

Pixels → recovered state

Computer vision rebuilds the battlefield from the live screen.

03 / ROADMAP

Capture. Recover. Imitate. Compete. Deploy.

Perception comes first. Reliable state becomes training data. Learning turns that data into behaviour, and deployment closes the loop.

01

Capture

Record strong human play.

02

Recover

Turn video into state and actions.

03

Imitate

Bootstrap behaviour from human play.

04

Compete

Push the agent with multi-agent self-play.

05

Deploy

Bring the perception-action loop back to the screen.

04 / PROGRESS

Build the vision layer. Then scale the agent.

BUILTCore game logicUser interface
BUILDINGGas systemPerception bridge
RESEARCH COREScreen → stateCNN + classical CV

FIRST TARGET / COLT

Start with Colt.
Scale the system.

One brawler is enough to make the entire loop real: perception, movement, aim, timing, state and control. Get it right once, then widen the game.

SEE THE GAMEMASTER THE LOOPWIDEN THE GAME