Detect the battlefield.
Players, allies, enemies and walls become structured objects the rest of the system can use.
NPLUS / Kodo
The hard part is seeing the game. Kodo turns pixels into reliable state, then turns that state into an agent that can act.
01 / PERCEPTION
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.
Players, allies, enemies and walls become structured objects the rest of the system can use.
Template matching, HSV masking and colour counting recover compact visual signals.
Positions, map structure and ability-readiness signals become a coherent observation layer.
Projectiles are small, fast and visually unstable — the hardest combat signal in the current perception stack.
02 / SYSTEM
Simulation exposes state directly. On device, perception reconstructs it from pixels before the same decision loop acts.
Mechanics, UI and structured game state.
Perception supplies the state. The agent learns what to do with it.
Computer vision rebuilds the battlefield from the live screen.
03 / ROADMAP
Perception comes first. Reliable state becomes training data. Learning turns that data into behaviour, and deployment closes the loop.
Record strong human play.
Turn video into state and actions.
Bootstrap behaviour from human play.
Push the agent with multi-agent self-play.
Bring the perception-action loop back to the screen.
04 / PROGRESS
FIRST TARGET / COLT
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.