NPLUS / Kodo

Building agentsthat learn to play.

Kodo rebuilds Brawl Stars as a controllable game environment first, then uses that system as the foundation for reinforcement learning.

Team
NPLUS
Project
Kodo
Target
Brawl Stars / Colt
Build state
Game logic + UI implemented
FIG. 001Kodo ENVIRONMENT / MEDIA SLOT
STATE / FRAME
OBS / SCHEMATIC
PATH / SAMPLED
Conceptual environment schematic while real Kodo media is pending.CONCEPTUAL FALLBACK

OVERVIEW / CURRENT DIRECTION

One game system. Two observation paths.

The current architecture direction keeps a stable actor-facing contract while the observation source changes between simulation and a device perception path. Exact model and library choices remain under review.

SOURCE / SIMULATION Kodo environment structured state
ACTOR CONTRACT
ObservationRepresentationMemoryPolicyAction
WORKING ARCHITECTURE
SOURCE / DEVICE Screen → perception planned path
TRAINING ONLY

Learning may use information unavailable to the deployed actor. Any such branch must stay visibly separate from actor input.

STACK / WORKING ARCHITECTURE

From source to action.

This is the public contract, not a frozen implementation spec. Components show their role and authority state; exact algorithm, model-family, dimension, and library choices are deliberately withheld until locked.

01 / SOURCE

Game or device state

Simulation today; visual device path as the deployment direction.

mixed maturity
02 / OBSERVATION

Actor input contract

A representation the policy can consume across execution regimes.

working design
03 / REPRESENT

Encoder + memory

Temporal and entity representation are still under architectural review.

under review
04 / POLICY

Multi-agent policy

The policy family is a current direction rather than a locked public claim.

under review
05 / ACTION

Control contract

Actions return to the simulated game or, later, the device-control path.

working design
TRAINING PATHoptimisation / privileged signals may branch here
DEVICE PATHscreen perception must supply only what the actor can observe

PLAN / WORKING ROADMAP

Human video → imitation → multi-agent → device.

The latest simplified planning revision is used here as a roadmap, not as proof that every stage or stack choice is already implemented.

GATE

Prerequisites first

Training results do not count until the current environment and observation blockers are closed.

details held until confirmed
01

Human play video

Collect representative gameplay from the real game.

working route
02

CV reverse-engineering

Infer observation and action labels from recorded play.

working route
03

Behaviour cloning

Use human data to initialise a policy before reinforcement learning.

planned
04

Multi-agent self-play

Continue learning against a changing population of agents.

planned
05

Device test

Evaluate perception, delay, aim control, and the sim-to-device gap.

test direction

PUBLIC SIMPLIFICATION Detailed blocker IDs, exact model names, action dimensions, observation dimensions, and hyperparameters are intentionally not reproduced here.

RETRAINING RISK Device-side changes may invalidate earlier checkpoints; that dependency stays visible in the roadmap rather than being hidden as implementation detail.

STATUS/ TRUTH LAYER

Confirmed build vs working plan.

Kodo now separates what has been reported implemented from architecture that is likely but not yet locked.

CONFIRMED BUILD

Core game logicImplemented
User interfaceImplemented
Gas systemIn development

WORKING DIRECTION

Architecture shown aboveNot locked
Model / library choicesUnder review
Roadmap stagesPlanning sequence

PUBLICATION POLICY

Exact dimensions /hyperparametersWithheld
Detailed blocker listWithheld
Public team rosterOmitted

AUTHORITY BASIS / NPLUS teammate reply + revised planning diagram µ 2026.08.22 µ deleted chat content is not used as evidence.