Universal AI Game Agent
Project description
Limitless: Universal AI Game Agent
Limitless is a high-performance, vision-only foundation model agent designed to learn and play any commercial video game. It uses a ResNet50 backbone to map raw gameplay pixels directly to virtual controller actions.
Features
- Universal Simulator: A Gymnasium-compatible environment that captures any game window and sends inputs via a Virtual Xbox 360 Controller.
- Vision-Only Generalist: No game-specific IDs or embeddings. The model learns pure visual-to-action mapping, allowing for zero-shot potential across different games.
- Robust Extractor: Automatically extracts controller states from gameplay videos, even with semi-transparent overlays (e.g., Cuphead, Ready or Not).
🛠️ Installation
1. Prerequisites
- Python 3.10+
- ViGEmBus Driver: Required for virtual controller support. Download here.
- NVIDIA GPU: Recommended for high-speed training and inference.
2. Setup
# Clone the repository
git clone https://github.com/haumlab/limitless
cd limitless
# Install the package
pip install .
Usage
Once installed, you can use the limitless command directly.
1. Extract Data
Extract actions from your own gameplay videos.
limitless extract --input "path/to/videos" --output "dataset/my_game"
2. Train the Model
Train the "Limitless" model on one or multiple datasets.
limitless train --dataset dataset/readyornot --dataset dataset/cuphead
3. Run the Agent
Run the trained agent on a live game window.
limitless run --window "Cuphead" --model limitless_latest.pth
4. Test on Video
Visualize the model's predictions on a video file before running it live.
limitless test-video --video "gameplay.mp4" --model limitless_latest.pth
Technical Architecture
- Backbone: ResNet50 (Pre-trained on ImageNet).
- Policy Heads:
- Buttons: Multi-label classification (Sigmoid + BCEWithLogitsLoss).
- Sticks: Regression (MSELoss) for LX, LY, RX, RY axes.
- Input: 224x224 RGB frames.
- Output: 14 Buttons, 4 Stick Axes.
Safety & Isolation
Limitless is designed to be non-intrusive:
- It uses a Virtual Gamepad (vgamepad) and does not touch your physical mouse or keyboard.
- It captures screen data via
mssand does not inject code into game processes.
License
MIT
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