Gaming RL
Gaming RL is the generic first-person gaming reinforcement-learning subsystem.
It is separate from Minecraft DQN, but it follows the same structure: observe
state, choose actions, record transitions, train/evaluate policies, and only
actuate when the selected mode permits it.
Use this only in local/private environments where automation is allowed.
RL hub: ReinforcementLearning.md (ReinforcementLearning.md) · MathNN:
rl net enable gaming_fps / rl net mode gaming_fps actor-critic — see
MathNN.md (MathNN.md).
For the full FPS state/action reference, see docs/GamingRLFPS.md. For Source,
Quake, Garry’s Mod, and Civilization bridge setup, see
docs/GameModBridges.md.
Modes
[text]
off
assist
bot
train
eval
imitate
Start in dry-run:
[text]
gaming rl init
gaming rl adapter set generic_fps
gaming rl dry-run on
gaming rl input hold 120
gaming rl input mouse 32
gaming rl status
Game mod bridge smoke test:
[text]
gaming rl init
gaming rl dry-run on
gaming mod bridge configure source_mod 0.0.0.0 8767 YOUR_TOKEN true
gaming mod bridge configure quake_mod 0.0.0.0 8768 YOUR_TOKEN true
gaming mod bridge configure garrys_mod 0.0.0.0 8771 YOUR_TOKEN true
gaming mod bridge configure civilization_mod 0.0.0.0 8772 YOUR_TOKEN true
gaming mod bridge status
gaming mod bridge tail source_mod 10
Algorithms
[text]
heuristic
random
qtable
linear_q
sarsa
reinforce
mlp
dqn
remote
auto
Commands:
[text]
gaming rl algorithm heuristic
gaming rl algorithm qtable
gaming rl algorithm linear_q
gaming rl algorithm dqn
gaming rl algorithm auto
gaming rl epsilon <value>
gaming rl blend <value>
Core Commands
[text]
gaming rl status
gaming rl features
gaming rl systems
gaming rl skills
gaming rl skill use <action_id>
gaming rl explain
gaming rl why
gaming rl on
gaming rl assist
gaming rl bot
gaming rl train
gaming rl eval [episodes]
gaming rl off
skill use forces one action and is useful for checking input routing.
Adapter And Perception
[text]
gaming rl adapter status
gaming rl adapter set <name>
gaming rl perception <request>
gaming rl bridge spec
gaming mod bridge status
gaming mod bridge start [source_mod|quake_mod|garrys_mod|civilization_mod|all]
gaming mod bridge tail [source_mod|quake_mod|garrys_mod|civilization_mod|all] [count]
Adapters are responsible for filling FPSPerception: target location, HUD
values, menu/death state, hit markers, audio threat, minimap threat, objective
distance, and movement context.
source_mod, quake_mod, and garrys_mod provide server-side
health/damage/death telemetry. Use them together with client-side
screen/HUD/audio perception when training aim or navigation policies.
civilization_mod feeds turn-state observations into GamingStrategyRL and
returns high-level strategy recommendations such as prioritize_science,
raise_military, scout, and settle_city.
Input Safety
[text]
gaming rl dry-run on
gaming rl dry-run off
gaming rl input hold <milliseconds>
gaming rl input mouse <max_pixels_per_tick>
Use dry-run on until observations and action selection are correct. `input
hold controls timed key holds for smoother movement. input mouse` limits mouse
movement per tick.
Curriculum
[text]
gaming rl curriculum status
gaming rl curriculum start [phase]
gaming rl curriculum next
gaming rl curriculum phase <name>
Recommended phase order:
[text]
input_smoke
aim_static
aim_tracking
movement_basic
cover_peek
objective_push
offline_replay
eval_gate
Replay And Behavior Cloning
[text]
gaming rl replay summary [path]
gaming rl replay tail
gaming rl replay train [path]
gaming rl bc train [epochs]
gaming rl bc status
Replay training imports transition logs. Behavior cloning trains from imitation
examples managed by GamingSimulation.
Rewards And Checkpoints
[text]
gaming rl reward good [note]
gaming rl reward bad [note]
gaming rl reward <number> [note]
gaming rl checkpoint tag <tag>
gaming rl checkpoint list
gaming rl checkpoint rollback <tag>
gaming rl save
gaming rl load
gaming rl save mysql
gaming rl load mysql
gaming rl checkpoint mysql on
gaming rl checkpoint mysql off
gaming rl checkpoint mysql profile <profile>
Runtime Files
Default log directory:
[text]
D:/gaming_rl_logs
Important files:
[text]
gaming_rl_checkpoint.txt
transitions.csv
fps_dashboard.json
fps_heatmap.csv
fps_bridge_protocol.json
fps_perception_requests.jsonl
fps_episode_events.jsonl
checkpoint_<tag>.txt
Lua Globals
Agents can call:
[text]
gaming_rl_status()
gaming_rl_set_mode(mode)
gaming_rl_get_mode()
gaming_rl_set_algorithm(algorithm)
gaming_rl_get_algorithm()
gaming_rl_start_episode()
gaming_rl_end_episode()
gaming_rl_save()
gaming_rl_load()
gaming_rl_save_mysql()
gaming_rl_load_mysql()
gaming_rl_init()
gaming_rl_shutdown()
Safe Operating Pattern
- gaming rl dry-run on
- Verify adapter status and perception requests.
- Force each action with gaming rl skill use <id>.
- Train from replay before live actuation.
- Use eval and checkpoint tags.
- Roll back if reward, policy explanation, or behavior degrades.
Filed under: Uncategorized - @ July 18, 2026 6:36 am