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Game Automation

CommunityPopular
rehan-remade
game-automation

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

Overview

Publisherrehan-remade
Repositoryuniversal-modder
Skill namegame-automation
Stars
3.4K
Forks
293
Bundled files
Instructions only
LicenseMIT
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • Self-contained

    Everything the model needs lives in the instructions — no extra files to sync.

  • Open source

    Published by rehan-remade on GitHub. Read the source before you install it.

Installation

Install the Game Automation AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/rehan-remade/universal-modder/tree/main/.agents/skills/game-automation
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/rehan-remade/universal-modder.git /tmp/universal-modder
mkdir -p .claude/skills
cp -r /tmp/universal-modder/.agents/skills/game-automation .claude/skills/game-automation
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Game Automation in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Game Automation on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Game Automation is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Game automation: the agent's hands and eyes

The real game is the oracle. The loop is launch → navigate → set up the scene → act → screenshot and read logs → decide. Build it once per game, then every change you make can be checked in a minute.

Windows (native or from WSL): um win

bash
um win setup                                   # once: PowerShell tools + an ffmpeg with gfxcapture, picks NVENC/AMF/QSV/x264
um win ps                                      # windowed processes: pid, name, title
um win launch --steam 105600                   # or: um win launch "C:\Games\Foo\Foo.exe" -- -windowed
um win shot --exe Terraria.exe shot.png --scale 0.33   # full frame + a 1/3 copy that's cheap to look at
um win drive --proc Terraria "focus" "click 640 360" "key 0x1B" "type hello" "hold 0x44 1500"
um win drive --proc Terraria idle              # seconds since the user last touched mouse/keyboard
um win kill <pid>                              # exact PID only
um win reg get "HKCU\Software\..."             # registry (reg set backs the key up first)

From Python (for longer scripts), from um.win import Drive, shot, Recorder, then d = Drive("AoE2DE_s"), d.focus(), d.click(x, y), d.key("0x0D").

WinDrive commands (um/ps1/WinDrive.ps1; stdin protocol, one reply per line). Coordinates are in the game window's client area.

  • Mouse: move x y, click x y [right], mdown/mup, drag x0 y0 x1 y1, rel dx dy (FPS cameras / raw input), wheel 120.
  • Keyboard: key <vk> [tap|down|up], hold <vk> <ms>, type <text>, scanmode on (DirectInput / raw-input games that ignore virtual-key events).
  • Window: focus, rect, size <w> <h> (sets the client size), title, fg, idle, untop.
  • Virtual-key codes: Esc 0x1B, Enter 0x0D, Space 0x20, W/A/S/D 0x57/0x41/0x53/0x44, F1 0x70, Shift 0x10, Ctrl 0x11, arrows 0x25-0x28.

Rules of the road

  • Never focus a game with an online mode while the human is typing. It happened with GTA V: the agent focused GTA to click Story Mode, the human's keystrokes hit GTA's landing page, and GTA warned about "accessing GTA Online servers with an altered version". ScriptHookV blocked it; don't rely on that. Check idle, ask the human to click, and launch with the anti-cheat off so online can't start. See knowledge/techniques/driving-real-games-safely.md.
  • Input only goes to the game. WinDrive refuses to send while another app is in the foreground. The one exception is when nothing is and the cursor is over the game, which windowed games cause by dropping the foreground on clicks.
  • The user may be at the PC. If idle is under a minute, ask before driving, and keep sessions short. Unattended runs are fine once the user says so.
  • Screenshots cost tokens. Look at --scale 0.33 copies. Multiply coordinates back ×3 for clicks, and keep a table of menu click points in MODLOG.md, measured once.
  • Why gfxcapture: GPU-rendered games come out black with GDI capture. gfxcapture (Windows.Graphics.Capture) grabs one window's real frames, even when covered. It can't capture minimized windows.

Make the window predictable

  • Windowed mode at a fixed client size. Every game hides this setting somewhere:
    • an ini ([/Script/Engine.GameUserSettings] in UE GameUserSettings.ini, Unity's Screenmanager Fullscreen mode / Resolution registry values under HKCU\Software\<company>\<product>);
    • a launch flag (-windowed -w 1920 -h 1080, Unity -screen-fullscreen 0 -screen-width 1920 -screen-height 1080, Source -sw -w 1920 -h 1080);
    • or the game's own registry (AoE2: Mode Display 0 + Windowed Width/Height).
    • um win drive --proc X "size 1920 1080" also resizes most windowed games.
  • Skip intros: launch flags (-skipintro, -nosplash, Unity -popupwindow), or delete/rename intro videos in a copy of the game.
  • Jump straight in: loader flags (tModLoader -skipselect Player:World), a save made for testing, scenario auto-load, a dev console command.
  • Background throttling: many games throttle or pause unfocused. Find the setting (Terraria: Main.instance.InactiveSleepTime = TimeSpan.Zero; Unity: Application.runInBackground = true; UE: t.IdleWhenNotForeground 0).

Better than clicking: a scripted scene or a bridge

  • Chat or console commands in your mod give items, spawn enemies and teleport. They make tests one line (/arsenal, /mothership).
  • Test scenes: a mod-side timeline (spawn waves at frame N, fire at N+30), a scenario with triggers (AoE2 via AoE2ScenarioParser), a dedicated test world with a pristine backup.
  • Agent bridge: a JSON-lines socket inside the mod on 127.0.0.1 (see examples/terraria-tmodloader/reference/AgentBridge.cs).
    • Commands like observe (menu options or world state as text), click <id>, controls, step.
    • Handle every request on the game's main thread after an update, so replies are consistent.
    • Read menus generically from the UI tree, so the agent sees what a player would. Leave destructive buttons (delete) out.
    • An agent can then play without pixels at all.
  • Out-of-process backend: keep the in-game part thin and put the brains outside (HTTP/file-drop). That pattern scales to AI NPCs and cross-game mashups.

Crashes and cleanup

  • Crash reporters (BugSplat BsSndRpt64.exe, CrashReportClient.exe, UnityCrashHandler64.exe) can linger and make Steam say "already running". um win ps to spot them, um win kill <pid> to clear them.
  • Never pkill -f or wildcard taskkill /IM. The pattern can match your own shell or other apps.
  • After a crash, read the loader or game log first (the mod-any-game skill lists them), then the Windows Event Viewer (Application log) for native crashes.

Linux and macOS

  • Linux (X11): xdotool search --name "Game" windowactivate --sync key Escape, xdotool mousemove --window $W 640 360 click 1. Screenshots: import -window $(xdotool search --name Game) shot.png, or ffmpeg x11grab.
  • Linux (Wayland): ydotool + grim. Proton games are Windows games under Wine: launch options (WINEDLLOVERRIDES, PROTON_LOG=1) go in Steam.
  • macOS: screencapture -l <windowid> shot.png (window id via GetWindowID or AppleScript), osascript / cliclick for input. Input and screen recording need Accessibility and Screen Recording permission for the terminal.

Frequently asked questions

What does the Game Automation AI skill do?

Launch, see and drive a real game so an agent can test its own mods. Covers launching via Steam or the exe, windowed mode at a fixed size, screenshots of the game window (GPU-safe capture), clicking and typing into menus, holding keys, relative mouse, crash-reporter cleanup, killing by PID, reading logs, scripted test scenes, and an in-game JSON bridge that lets an agent observe and act. Windows-first (also from WSL), with notes for Linux and macOS. Use when a mod must be verified in game, when navigating menus automatically, or when building a repeatable test or demo scene.

Why use Game Automation on TypingMind?

Because you install it once and use it with any model. Game Automation is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Game Automation in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/rehan-remade/universal-modder/tree/main/.agents/skills/game-automation. TypingMind reads its SKILL.md and installs it as a skill you can enable per chat.

Which AI models can use Game Automation?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Game Automation?

As many as you like. As long as a model supports skills, you can use Game Automation with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Game Automation AI skill free?

Yes. It is published on GitHub by rehan-remade under the MIT license. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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