Game developers

Who it's for. You are shipping a Web or Roblox course that an AI NPC should be able to finish.

What you'll do. Name parts, keep gaps jumpable, then open Web or Roblox for code. Open Compete when owners should drop trained brains into a live round.

An AI-player-ready game is navigable by an NPC that perceives the world through raycasting, not pixels or your internal data. Live published games call the Hub for actions and must not store policy_weights. Licensing · Avatar and acts

Brain in one paragraph

Teacher demos, then behavior cloning of grounded steps, then REINFORCE. One brain per (user, game, room). Map skill is the MLP; strategy, contest, and panic directors are overlays — do not mix them into map cloning.

Game types

RoomWhereObsStatus
obbyStudio32Locomotion gym
obby_waveWeb first32Tsunami; map BC; contest heat sessions-only
surge_gauntletWeb first64Dest pad before The Surge
aimingStudio32Target_* + fire
paths / rewardsStudio32Campus gyms
truckStudio32Vehicle prototype

Live play vs campus training

PlaceWhat shipsBrain JSON
Campus Train my AI playerFull SDK + TrainServerYes, with campus/train auth
Partner live gamePlayRuntime + VisionSystem onlyNo — POST /api/v1/play/act

Do not Hub-Deploy one room over another while Play is running. Auto-coach keys off room_slug and updates that room's brain only.

What the game must still publish

Named parts and a 32-float obs are not enough for movers, freeze, hammers, or wave panic. Those extras are overlays (or a 64-dim surge vector). See Roblox and Web.