Game AI training platform

Pulsar

The training platform for game AI

The brains for your game AI.
Trained, not scripted.

Pulsar trains the AI behind your characters — navigation, decisions, reactions — on KHALM's deterministic neural substrate. The game supplies the world. Pulsar supplies the brain. No behavior trees, no hand-written rules, no GPU at runtime.

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Why trained, not scripted

Scripted characters answer only
what they were coded for.

Brittle
Behavior trees don't scale
Every new situation is a new branch. The tree grows until nobody understands it — and it still only does what was written.
Static
Hand-written rules can't react
A scripted character knows the situations it was authored for. New levels, new obstacles, new players — everything else is a rewrite.
Slow
Iteration costs weeks
Tune a script, playtest, tune again. Trained behavior closes that loop in minutes — the game supplies the world, Pulsar supplies the behavior.
Measured, not promised

The numbers, exactly as measured.

45KB brains
A trained brain ships in a few kilobytes of frozen state and runs byte-identical on any machine. No runtime framework, no Python, no GPU.
99.7% nav
Learned crowd navigation in our demo — measured headless on held-out episodes, no hand-written navigation rules.
0GPU
Inference runs on plain CPU, byte-identical to the trained pass. A shipped game carries the brain, not the datacenter.
49/ 50
On our maze demo, a trained brain matched the hand-authored baseline — 49 of 50 held-out runs, zero hand-written rules anywhere in it.
100% parity
Deployed behavior matches the trained reference exactly — measured across every demo campaign. What you trained is what ships.
minutes
From world to trained brain in minutes. Our demos measure single-digit minutes — not weeks of tuning and playtesting.
Populace

The first product on Pulsar

A living city,
out of the box.

Populace is a drop-in crowd system for Unity: believable background NPCs that navigate, decide, and react — trained, not scripted. Configure venues, personalities, and speeds; drop the prefab into your scene; the crowd lives.

Get notified Coming soon
98.9% nav
Learned navigation across our 50×50 city demo — 16 NPCs, 4 vehicles, held-out episodes.
92% decisions
NPCs choosing where to go — needs, crowding, and distance weighed by the brain, not a script.
0behavior trees
No behavior trees, no state machines in the shipped brain. Personality is configuration, not code.
Pulsar Training

The hosted service

Your world,
your brain.

Record your game in play, send us the recordings, get a trained brain back — a few kilobytes that run on plain CPU. Subscription tiers with training quotas; enterprise deployments run on your own infrastructure.

Get notified In development
3tiers
Indie, studio, and enterprise — from a single brain to a pipeline for every character in your game.
1brain file
The trained brain is one portable file — same artifact from development through shipping.
0install
Training runs in our cloud. Nothing to install, no GPU to buy, no Python toolchain to maintain.
Get in touch
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Building a world that needs to feel alive?

Pulsar is in development. Tell us what you're building, and we'll let you know the moment training opens.