Agricultural UAV research requires simulators that integrate realistic 3D scenes, high-fidelity vehicle dynamics, and robotics middleware, while remaining practical to deploy across heterogeneous development machines. We present Droneulator, a portable UAV simulator architecture that combines RotorPy for multirotor dynamics with Godot 4 for rendering and sensor generation. Droneulator exposes both PX4-based control and a lightweight WebSocket command path, and publishes synchronised visual and state streams through a Zenoh-based ROS~2-compatible pipeline. This integration enables a single stack to support inspection-oriented data capture, ROS~2/PX4 local planning, and reinforcement learning experiments without modifying the simulator infrastructure. We present quantified validation of the current system across three agricultural UAV workflows: tree-scale image collection for 3D reconstruction with COLMAP, local planning around canopy obstacles using EGO-Planner, and closed-loop reinforcement learning through a custom Gymnasium environment. In the reported setup, the results show that the simulator can sustain low-latency sensing, support reconstruction-oriented data collection unde
This paper introduces the Data-Driven Animation Controller (DDAC), a specialized Godot component that achieves robust decoupling of animation logic from core gameplay scripts through a data-driven approach. Animation control is typically centralized and imperatively defined within core character scripts, often relying on implicit Finite State Machines (FSMs). This practice leads to tightly coupled and difficult-to-maintain codebases. The DDAC component externalizes these instructions into easily inspector-editable resources, effectively making the animation logic declarative. Rules are defined by reading Conditions from any variable on any external node and executing Actions (setting the target animation). The DDAC also manages secondary visual state settings, such as Animation Speed Scaling and Horizontal/Vertical Sprite Flipping, using the same simple rule-based setup. The highest contribution of this work is the use of a Prioritized Resolution Algorithm to enforce mutual exclusion, ensuring that when multiple rules match, only the highest-priority rule executes. This framework allows designers to quickly iterate on character-state visualization without modifying code, while sign
The exploration of unknown, Global Navigation Satellite System (GNSS) denied environments by an autonomous communication-aware and collaborative group of Unmanned Aerial Vehicles (UAVs) presents significant challenges in coordination, perception, and decentralized decision-making. This paper implements Multi-Agent Reinforcement Learning (MARL) to address these challenges in a 2D indoor environment, using high-fidelity game-engine simulations (Godot) and continuous action spaces. Policy training aims to achieve emergent collaborative behaviours and decision-making under uncertainty using Network-Distributed Partially Observable Markov Decision Processes (ND-POMDPs). Each UAV is equipped with a Light Detection and Ranging (LiDAR) sensor and can share data (sensor measurements and a local occupancy map) with neighbouring agents. Inter-agent communication constraints include limited range, bandwidth and latency. Extensive ablation studies evaluated MARL training paradigms, reward function, communication system, neural network (NN) architecture, memory mechanisms, and POMDP formulations. This work jointly addresses several key limitations in prior research, namely reliance on discrete a
This paper examines the relevance of the Godot Engine in the indie game industry. The Godot Engine is a relatively new game engine from 2014 and competes with leading market players. To get to the bottom of its relevance, two major online sales platforms and the game engines that are commonly used, Steam and itch[dot]io, are examined. Mainly, these findings are compared with reference data from 2018. It turns out that the Godot engine has gained massive relevance in 2020 and now seems to be one of the leading players in the indie game industry. The exact causes are difficult to determine. However, this paper provides many clues for further research in this area.
Cyber-physical systems (CPS) combine cyber and physical components engineered to make decisions and interact within dynamic environments. Ensuring the safety of CPS is of great importance, requiring extensive testing across diverse and complex scenarios. To generate as many testing scenarios as possible, previous efforts have focused on describing scenarios using formal languages to generate scenes. In this paper, we introduce an alternative approach: reconstructing scenes inside the open-source game engine, Godot. We have developed a pipeline that enables the reconstruction of testing scenes directly from provided images of scenarios. These reconstructed scenes can then be deployed within simulated environments to assess a CPS. This approach offers a scalable and flexible solution for testing CPS in realistic environments.
Asymmetric information in healthcare implies that patients could have difficulty trading off non-health and health related information. I document effects on patient demand when predicted wait time is disclosed to patients in an emergency department (ED) system. I use a regression discontinuity where EDs with similar predicted wait times display different online wait times to patients. I use impulse response functions estimated by local projections to demonstrate effects of the higher wait time. I find that an additional thirty minutes of wait time results in 15% fewer waiting patients at urgent cares and 2% fewer waiting patients at EDs within 3 hours of display. I find that the type of patient that stops using emergency care is triaged as having lower acuity and would have used an urgent care. However, I find that at very high wait times there are declines in all acuity patients including sick patients.
We present Godot Reinforcement Learning (RL) Agents, an open-source interface for developing environments and agents in the Godot Game Engine. The Godot RL Agents interface allows the design, creation and learning of agent behaviors in challenging 2D and 3D environments with various on-policy and off-policy Deep RL algorithms. We provide a standard Gym interface, with wrappers for learning in the Ray RLlib and Stable Baselines RL frameworks. This allows users access to over 20 state of the art on-policy, off-policy and multi-agent RL algorithms. The framework is a versatile tool that allows researchers and game designers the ability to create environments with discrete, continuous and mixed action spaces. The interface is relatively performant, with 12k interactions per second on a high end laptop computer, when parallized on 4 CPU cores. An overview video is available here: https://youtu.be/g1MlZSFqIj4
Stateless Model Checking (SMC) is a verification technique for concurrent programs that checks for safety violations by exploring all possible thread schedulings. It is highly effective when coupled with Dynamic Partial Order Reduction (DPOR), which introduces an equivalence on schedulings and need explore only one in each equivalence class. Even with DPOR, SMC often spends unnecessary effort in exploring loop iterations that are pure, i.e., have no effect on the program state. We present techniques for making SMC with DPOR more effective on programs with pure loop iterations. The first is a static program analysis to detect loop purity and an associated program transformation, called Partial Loop Purity Elimination, that inserts assume statements to block pure loop iterations. Subsequently, some of these assumes are turned into await statements that completely remove many assume-blocked executions. Finally, we present an extension of the standard DPOR equivalence, obtained by weakening the conflict relation between events. All these techniques are incorporated into a new DPOR algorithm, Optimal-DPOR-Await, which can handle both awaits and the weaker conflict relation, is optimal i
Where is the long--awaited one? A supersymmetric neutralino has been a favored candidate for the WIMP dark matter but, so far, it has not been found. One way to locate it is to identify where it can be hiding in the vast supersymmetric parameter space. A combination of theoretical, experimental and cosmological constraints leads to remarkably well--defined allowed regions which favor lighter neutralino, and other superpartner, mass ranges. Nevertheless the neutralino can still be as heavy as roughly $800\gev$. The resulting scalar direct detection cross sections range from some $10^{-7}$ pb down to $10^{-10}$ pb, which is at least one order of magnitude below the sensitivity of today's experiments but which will be almost fully explored by a new generation of planned detectors.
A survey is made of selected topics in flavour physics where real progress is expected in the coming half-decade, paying particular attention to those where New Physics signals may appear.
Current diagnostic practice in psychiatry is not relying on objective biophysical evidence. Recent pandemic emphasized the need to address the rising number of mood disorders (in particular, depression) cases in a more efficient way. We are proposing several already developed practices that can help improve that diagnostic process: detection based on electrophysiological signals (both electroencephalogram and electrocardiogram based) that were shown to be accurate for clinical practice and several modalities of electromagnetic stimulation that were proven to ameliorate symptoms of depression. In this work, we are connecting the two with explanations coming from physiological complexity studies (and our own work) as well as advanced statistical methods like machine learning and the Bayesian inference approach. It is shown that fractal and nonlinear measures can adequately quantify previously undetected changes in intrinsic dynamics of physiological systems, providing the basis for early detection of depression. We are also advocating for early screening of cardiovascular risks in depression which is in connection to previously described decomplexification of the autonomous nervous s
We present a sample implementation of a Virtual and Augmented Reality immersive environment based on Free and Libre Open Source Hardware and Software and the HTC Vive system, used to enhance the immersive experience of the user and to track her/his movements. The sense of immersion has increased and stimulated using a footplate and a Tibetan bridge, connected to the virtual world as Augmented Reality applications and implemented through an Arduino board, thereby adopting a low cost, open source hardware and software approach. The proposed architecture is relatively affordable from the cost point of view, easy to implement, configure and adapt to different contexts. It can be of great help for organizing laboratory classes for young students to afford the implementation of virtual worlds and Augmented Reality applications.
Game generation is an emerging application of coding agents, requiring models to transform natural-language specifications into playable interactive systems. Unlike traditional coding tasks, game generation takes place within a game engine, where scripts, scenes, assets, rendering, and runtime interactions must jointly produce coherent gameplay. We formalize end-to-end game generation as the problem of producing a complete game artifact that realizes a specification through observable player-game interaction in a target environment. We argue that evaluating this setting requires three desiderata: Engine Grounding, Artifact Completeness, and Interactive Verification. We propose an interaction-grounded evaluation framework that assesses executable gameplay through replayed demonstrations and rubric-guided multimodal judging. We instantiate this framework as GameCraft-Bench, a benchmark comprising 140 Godot tasks across 15 game families. Evaluations of frontier coding agents show that end-to-end game generation remains highly challenging: the strongest agent achieves only 41.46%, and most agents score below 40%. Further analysis reveals that while agents often implement recognizable m
Current AI-driven game development has made substantial progress in asset generation, gameplay design, and web-based game coding, yet project-level code engineering on professional game engines remains largely unexplored due to the absence of large-scale datasets and deterministic evaluation methods. We present JamSet and JamBench, the first project-level game code framework dataset and benchmark built on a professional game engine. Our key insight is that Game Jam competitions, community events where developers build complete games under tight time constraints, yield thousands of open-source projects suitable for this purpose. Building on the Godot engine's text-based format and headless execution mode, we design a deterministic verification pipeline from file integrity to runtime behavior collection, distilling 8,133 verified projects from over 240,000 repositories. Of these, 300 manually verified projects form JamBench; the rest constitute JamSet. JamBench defines theme-driven generation and code completion tasks, evaluated through a pipeline combining compilation pass rates, Structural Completeness Score (SCS), and Behavioral Alignment Score (BAS). Evaluation of 9 frontier mode
Software systems evolve continuously through frequent code changes, yet such changes often introduce unintended bugs despite extensive testing and code review. Existing testing approaches are largely constrained to predefined execution paths or rely on unguided exploration, leaving many change-induced issues undetected. To address this challenge, we present RippleGUItester, a change-driven testing system that treats a code change as the epicenter of a ripple effect and explores its broader, user-visible impacts via the GUI. Given a code change, RippleGUItester performs LLM-based change-impact analysis to generate and enrich realistic test scenarios, executes these scenarios on both pre-change and post-change versions of the system, and applies differential analysis to identify behavioral differences. Crucially, RippleGUItester employs multimodal bug detection, comparing visual GUI changes and interpreting them in the context of natural-language change intents to distinguish unintended bugs from intended behavioral updates. We evaluate our approach on hundreds of real-world code changes across four widely used software systems: Firefox, Zettlr, JabRef, and Godot. Our results show th
ASCRIBE-XR, a novel computational platform designed to facilitate the visualization and exploration of 3D volumetric data and mesh data in the context of synchrotron experiments, is described. Using Godot and PC-VR technologies, the platform enables users to dynamically load and manipulate 3D data sets to gain deeper insights into their research. The program's multi-user capabilities, enabled through WebRTC, and MQTT, allow multiple users to share data and visualize together in real-time, promoting a more interactive and engaging research experience. We describe the design and implementation of ASCRIBE-XR, highlighting its key features and capabilities. We will also discuss its utility in the context of synchrotron research, including examples of its application and potential benefits for the scientific community.
This paper presents the development of two distinct real-time procedural planet generators within the Godot engine: one employing Fractal Brownian Motion (FBM) with Perlin Noise, and another adapting Minecraft-inspired layered noise techniques. We detail their implementation, including a quadtree-based Level of Detail (LOD) system and solutions for planetary mesh generation. A comparative user study (N=15) was conducted where participants explored unique instances generated by our two algorithms alongside two existing procedural planet projects.
Post-training a code generator against a learned judge can optimize proxy features that raise the score without improving the artifact. We study the opposite signal: a deterministic, judge-free, ungameable filter -- whether a generated project launches cleanly under a headless engine (strict-launch). Under this gate, rejection-sampling self-distillation compounds out-of-family generalization. On GameCraft-Bench (mapping a natural-language brief to a complete Godot project), a 14B model (Qwen3-14B+LoRA) distilled under strict-launch raises clean generation on four unseen game families from 8.8% to 42.2% per-candidate and best-of-K coverage from 18/25 to 25/25 (the gold ceiling) over three rounds, each a significant gain (p=0.0019, p<1e-4, p<1e-4). The gain is not from merely adding data: an exactly-matched gold-duplication control regresses below the base model (5.6% vs. 8.8%, p=0.019), while a count-matched decomposition splits the round-1-to-2 jump into comparable quality (+8.8pp) and quantity (+8.5pp) channels. Most directly, rerunning the loop with only the filter swapped -- the lenient BUILD check, which passes 99.9% of generations, in place of the launch gate -- erases t
We introduce AIRHILT (Aviation Integrated Reasoning, Human-in-the-Loop Testbed), a modular and lightweight simulation environment designed to evaluate multimodal pilot and air traffic control (ATC) assistance systems for aviation conflict detection. Built on the open-source Godot engine, AIRHILT synchronizes pilot and ATC radio communications, visual scene understanding from camera streams, and ADS-B surveillance data within a unified, scalable platform. The environment supports pilot- and controller-in-the-loop interactions, providing a comprehensive scenario suite covering both terminal area and en route operational conflicts, including communication errors and procedural mistakes. AIRHILT offers standardized JSON-based interfaces that enable researchers to easily integrate, swap, and evaluate automatic speech recognition (ASR), visual detection, decision-making, and text-to-speech (TTS) models. We demonstrate AIRHILT through a reference pipeline incorporating fine-tuned Whisper ASR, YOLO-based visual detection, ADS-B-based conflict logic, and GPT-OSS-20B structured reasoning, and present preliminary results from representative runway-overlap scenarios, where the assistant achiev
Game engines provide video game developers with a wide range of fundamental subsystems for creating games, such as 2D/3D graphics rendering, input device management, and audio playback. Developers often integrate these subsystems with other applications or extend them via plugins. To integrate or extend correctly, developers need a broad system architectural understanding. However, architectural information is not always readily available and is often overlooked in this kind of system. In this work, we propose an approach for game engine architecture recovery and explore the architecture of three popular open-source game engines (Cocos2d-x, Godot, and Urho3D). We perform manual subsystem detection and use Moose, a platform for software analysis, to generate architectural models. With these models, we answer the following questions: Which subsystems are present in game engines? Which subsystems are more often coupled with one another? Why are these subsystems coupled with each other? Results show that the platform independence, resource management, world editor, and core subsystems are frequently included by others and therefore act as foundations for the game engines. Furthermore,