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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Aug 25, 2026 - C#
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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
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The all-purpose .NET monoservice for the Beyond Immersion game servers.
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.
No prompts. No tokens. No API calls. A deterministic engine that computes a digital soul from physiology to morality, one tick at a time.
Java turn-based simulation game built with the FIT2099 engine featuring behaviour-driven NPCs, dynamic boss mechanics, and extensible SOLID architecture.
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.
Controlled multi-agent simulation runtime for AI NPC behavior, memory, visibility, and evaluation.
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
LLM-driven RPG Agent Runtime — NPC companions with scoped perception, memory isolation, and deterministic game-state consequences. Playable vertical slice.
Examples of using Functional Behavior Tree (FBT) and async UniTaskFBT (uFBT) in Unity for AI behaviors and NPC logic.
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