AutoBus - Computer Vision-Driven Autonomous Agent for Decision-Making in Complex Game Environments
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This thesis presents AutoBus, an advanced automation framework designed to operate within the complex environment of Limbus Company. It addresses the practical challenge of excessive repetitive labor, a hallmark of modern "gacha" gaming models, where players must perform hours of manual, low-variance tasks to secure progress. Unlike static macros, AutoBus applies a Computer Vision (CV)-centric approach, using template matching and simulated input to automate gameplay and adapt to dynamic game-state changes. The project features a modular architecture that separates core engine logic, such as screen detection and process control, from task-specific execution modules. Additionally, the framework includes a suite of developer utilities for asset cropping and click validation, along with a Streamlit interface for user configuration and live monitoring. In conclusion, the project successfully automates gameplay without human intervention and is capable of stable, long-term operation, effectively reclaiming hours of user labor.