Live coaching โ while you play.
GameMind watches your screen in real time, narrates what's happening, surfaces the right knowledge, and (when you opt in) emits a single user-confirmed action via OS input. No game memory. No injection. No packets. No anti-cheat interaction.
The architecture in one sentence
GameMind is a Windows desktop app that captures your screen read-only via the standard OS APIs (Windows.Graphics.Capture / DXGI Desktop Duplication), runs a fast perception lane on your CPU to track HUD / minimap / inventory state continuously, and reasons over that structured state with a heavy lane only at stable decision points โ not every frame.
By default the app is in OBSERVE mode: it coaches you in overlay and voice, retrieves the right wiki page or patch note when relevant, never touches the game. ASSIST mode is opt-in per title, available only where the title's risk profile is green, and emits single-shot user-confirmed actions through the OS-level SendInput path โ same way any accessibility tool sends keys.
Four design choices
Anti-cheat safe by construction
No DLL injection. No memory read or write. No packet interception. No kernel driver. No client patching. No multi-input broadcasting.
Sparse heavy lane
Cheap perception runs continuously on your CPU. The heavy reasoning lane only thinks at stable decision points โ keeps latency tight and cost low.
Local-first, fenced
Capture lives in a short-lived encrypted ring buffer. Your match never leaves the device. Cloud is opt-in for bug reports only.
The app owns risk; the model owns judgment
The model proposes. The app enforces policy / rate limit / cooldown / patch-staleness / user confirmation. Same discipline as the trading stack we ship.
Two modes: OBSERVE (default) and ASSIST (opt-in, gated)
OBSERVE mode ships on by default in every adapter. It reads your screen, structures the game state, retrieves grounded knowledge (cited to official sources with patch-version anchors), and surfaces coaching through overlay and voice. It never touches the game.
ASSIST mode is opt-in per title, available only where the title's policy tier is green. When you enable it, GameMind may propose a single concrete action โ for example, "sort inventory" or "confirm this dialogue choice" โ and you confirm or cancel it. The action then goes out as one SendInput call, the same channel an on-screen keyboard uses.
An ASSIST action only fires when all of these are true at once:
- Title risk profile = green and mode = ASSIST
- The action class is on the title's allowlist
Q-PolicyGatereturns allow for this specific action- Calibrated confidence โฅ the title's floor
- Rate-limit and cooldown budget available
- The adapter is not stale on the current game patch
- You explicitly confirm this action via the confirmation UI
No action chains. No "approve all." No standing authorization. Atomic, single-shot, user-driven.
Per-title risk tiers
Adapters ship with a hard-coded risk profile. The user does not get a toggle that overrides it.
| Tier | Examples | OBSERVE | ASSIST |
|---|---|---|---|
| Green | Single-player RPGs (e.g., Baldur's Gate 3, Elden Ring), sandbox / single-player Minecraft | Yes โ coaching, knowledge, overlay, voice | Yes (opt-in) โ inventory sort, dialogue confirm, journal nav |
| Yellow | Co-op shooters, friendly PvE, modded contexts | Yes | Default off. Coaching only, no in-match action. |
| Red | Ranked competitive shooters (CS2, Valorant ranked), MMOs with anti-bot rules | Yes | Force-disabled. No keystrokes are ever sent. Coaching is the entire surface. |
What we don't do โ by construction, not policy
What a session looks like
What's under the hood (Qovaryx-native)
GameMind is structurally identical to the Qovaryx trading stack โ same proven pattern with the domain swapped:
- Heavy lane:
Qovaryx-GameMind-9Bโ local vLLM-served perception + reasoning. Runs on GPU/NPU when available, falls back gracefully. - Fast cluster: Six 53.5M sovereign specialists at
127.0.0.1:8788โ Q-GameTriage (route), Q-HUDExtract (state JSON), Q-WikiCite / Q-PatchCite (grounded knowledge), Q-PolicyGate (action safety), Q-GameAction (action JSON). CPU-only, sub-second, ~250 MB RAM each. - Per-game adapters: HUD detectors + knowledge pack + policy profile + action allowlist. Versioned, signed, patch-test gated.
- Policy engine: the adult in the room. Owns title profiles, rate limits, cooldowns, no-action zones, patch-staleness kill. Sits between every model proposal and any output.
- Grounding: claims about rules / patches / items are cited to official sources with a version anchor. Community sources are labeled and never override official ones.
Same base substrate, same audit discipline as the Qovaryx public scratch bases. Apache-2.0 weights; the recipe is proprietary. Devlog: github.com/thron-j/qovaryx-ai-research.
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