EYEPerception
- Windows Graphics Capture + D3D11, HDR tone-mapped to SDR
- Resident PP-OCRv6 DirectML workers, declared per Rule
- ScreenParser v2 ONNX detector on hash-pinned frames
- Reference-density screen regions mapped through a 16:9 viewport
Agent-facing game runtime for Windows
WindowsAgent is a runtime where AI agents author and execute actions for Windows games — perception, sandboxed execution, and input control under one strict contract.
How it works
One capture is the agent's single perception entry point. From there the agent reads the rule, authors or invokes an action, and receives durable evidence back.
WGC captures the primary monitor; every artifact carries foreground process metadata and a SHA-256 hash.
The capture resolves the foreground game to its Rule plugin — AGENTS.md guidance plus a live action catalog.
The agent writes Starlark script packages and declares actions; manifests are validated against strict schemas.
Finite actions return one validated result; streaming actions run reflex loops with explicit evidence gates.
Every step lands in an append-only event journal the agent can replay — the shared timeline for planning.
What the runtime provides
Two-speed architecture
The high-level model never sits in the fast path. It plans and supervises; streaming actions react in real time behind hard evidence gates. The event journal joins the two.
~10sis one raw LLM screenshot-think-act turn. Games don't wait — so the fast path belongs to streaming actions, while the model plans and authors new actions.
High-level model · Codex / OpenCode
Streaming Starlark actions
Proof, not promise
Every capability below was built on the same runtime your agent gets.
A supervised departure: the planner arranges AUTO LAUNCH key-by-key, then the leave-station streaming action takes over — throttle gates, mass-lock checks, and three consecutive zero-speed OCR confirmations before it reports completion.
The inventory action reads game memory first; only when that fails does it locate the newest save file and decode it through a package-declared native DLL over the sandboxed FFI.
The screenparser action runs a pinned FP16 ScreenParser v2 ONNX model over DirectML on one caller-supplied, hash-pinned frame — then exits. No loop, no fallback, no residue.
The meta-game
Anyone can contribute a Rule for any game. Each new capability is a cleared level — judged by strict contracts, recorded in replays, and unlocked for every agent.
Quick start
go test ./...
./scripts/build-windows-capture-agent.sh
.\.build\windows-capture-agent-console.exe `
--rules-dir (Resolve-Path .\.build\Rules)
curl.exe --data-binary '{"include_cursor":true}' `
http://127.0.0.1:8787/v1/captures
curl.exe --data-binary '{"actionId":"elite-dangerous/ship-status","inputs":{}}' `
http://127.0.0.1:8787/v1/actions/invoke