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AgentLoop vs Gradient Bang: Features, Pricing & Which Is Better (2026)

A side-by-side comparison of AgentLoop and Gradient Bang — features, pricing, and ideal use cases — to help you decide which AI tool fits your workflow.

AgentLoop logo

AgentLoop

Edward Yi

Free

AgentLoop turns a single ChatGPT plan into unattended Codex worker + independent-critic cycles that build against your local rubric until the work passes.

Key features

  • Fresh Worker Per Cycle: Each build cycle spawns a clean Codex worker with fresh context so long-running loops do not accumulate stale state or memory drift.
  • Independent Critic Process: A separate fresh process grades every result against your rubric so passing tests never become permission to stop looking.
  • Rubric in GUIDELINES.md: Definition-of-done lives as plain Markdown in your repo and is read on every cycle, so standards persist while prompts do not.
  • Evidence Carried in Files: Worker output, critic verdicts, and fixes are written to project files so the next cycle inherits the actual state of the work.
  • Bounded Goal + Cycle Budget: You cap the loop with a goal.md and cycle budget so unattended runs stop at a predictable ceiling.
  • MCP Status Interface: Ask ChatGPT for status through MCP so you can monitor cycles, verdicts, transcripts, and cost without opening the dashboard.
  • Local-first Install: git clone the pinned v1.1.0 release and run node src/daemon.js — no npm install, no hosted workspace, MIT licensed.

Best for

  • Shipping a bounded feature: Add a CSV export across UI, API, and regression suite while the critic enforces end-to-end behavior and edge cases.
  • Migration work: Run an unattended migration where fresh workers apply the change and the critic verifies each step against a rubric.
  • Hardening pass: Give AgentLoop a hardening goal so it iterates on defects the existing test suite misses, like malformed input handling.
  • Product polish loop: Point AgentLoop at a polish goal with clear acceptance criteria and let it converge to VERDICT: PASS.
  • Unattended overnight runs: Kick off a long loop, monitor cycle verdicts, and cancel from the dashboard or via MCP when the receipt looks right.
  • Enforcing team standards: Codify team engineering standards in GUIDELINES.md so every worker builds against the same definition of done.
View AgentLoop details
Gradient Bang logo

Gradient Bang

Pipecat AI

Free

A multiplayer space-trading game universe where every entity (ships, NPCs, systems) is driven by LLM-powered AI agents.

Key features

  • LLM-Driven Agents: Core gameplay entities (ships, NPCs, systems) are implemented as language-model agents that make decisions, communicate, and act autonomously in the game world.
  • Multiplayer Universe Orchestration: A networked environment combining player actions and agent behaviors with server-side orchestration (Supabase, edge functions, and environment configuration) for persistent multiplayer interactions.
  • Asset Pipeline (/newspaper): A scriptable content generator that drafts copy and renders visual assets (e.g., 2048×1024 news banners, front pages) via specialized rendering scripts with outputs stored under artifacts/ for community and in-game use.
  • Multi-LLM Support & Config: Pluggable LLM provider configuration (examples reference Gradium, Cartesia, Claude, Gemini, etc.) with environment-driven keys and settings to swap or benchmark different models.
  • Developer Tooling & Local Dev: Local development scripts and instructions (Supabase local start, edge function serving, env templates) to run the bot, seed data, and iterate on game logic, plus automated unit and integration test scripts.
  • Context Inspection & Debugging: Companion tools (gb-context-viewer) to upload and inspect LLM context dumps produced by the game, aiding debugging and analysis of agent decisions and prompts.
  • Benchmarking Suite: A separate benchmarks repo (gb-benchmarks) providing structured multi-agent tasks, metrics, and comparisons across different LLMs for performance and orchestration evaluation.
  • Configurable Gameplay Mechanics: Exposed runtime environment variables (combat ticks, shield regen, move delays, spawn distances, credits, etc.) for fine-grained tuning of game balance and simulation parameters.
  • LLM-driven agents for all in-game entities (player ships, NPCs, subagents)
  • Newspaper asset pipeline: single /newspaper entrypoint that renders banners and front pages to artifacts/ (PNG output, e.g. 2048×1024; supports --size override)
  • Client-side GB Context Viewer (web app) to upload/paste and inspect LLM context JSON dumps (built with Vite/TypeScript)
  • Benchmark repository (gb-benchmarks) for multi-agent task evaluation and model comparisons
  • Configurable runtime via .env files and env.example templates (.env.bot, env.supabase.example, etc.)
  • Persistence and auth integrations: Supabase (SUPABASE_URL, SUPABASE_ANON_KEY, SUPABASE_SERVICE_ROLE_KEY) and Postgres (POSTGRES_POOLER_URL)
  • Edge API runtime and token-based orchestration (EDGE_API_TOKEN, X-Edge-Auth, app_runtime_config.edge_api_token)
  • Pluggable LLM and TTS providers (examples: gradium, cartesia) with provider selection via env variables (TTS_PROVIDER etc.)
  • Server/game tuning parameters exposed as env keys (MOVE_DELAY_SCALE, MOVE_DELAY_SECONDS_PER_TURN, COMBAT_TICK_BATCH_SIZE, COMBAT_ROUND_TIMEOUT, SHIELD_REGEN_PER_ROUND, SALVAGE_TTL_SECONDS, CHARACTER_STARTING_CREDITS, CORPORATION_SHIP_OWNER_CAP)
  • CI automation and tests using GitHub Actions (workflows included in repository)
  • Polyglot codebase: Node/Vite/TypeScript front-end, Python components (pyproject.*), and nix development shells (shell.nix)

Best for

  • Emergent Multiplayer Gameplay: Running a public or private server where human players explore, trade, form corporations, and battle while interacting with autonomous LLM-controlled ships and NPCs.
  • LLM Behavior Research: Using the project's multi-agent benchmarks and context dumps to evaluate and compare different language models on coordination, task completion, and in-world decision making.
  • Automated Asset Production: Generating community-facing visual and textual assets (news banners, front pages, prompt experiments) for announcements, lore, or marketing using the `/newspaper` pipeline.
  • Development & Modding Sandbox: Self-hosting the codebase locally to modify game mechanics, tune environment variables, add new agent scripts, and run automated tests for iterative development.
  • Debugging Agent Interactions: Uploading LLM context dumps into the gb-context-viewer to inspect prompts, agent state, and message history to diagnose unexpected behaviors or improve system prompts.
  • Benchmarking Orchestration Designs: Running the gb-benchmarks scenarios to measure orchestration latency, success rates, and cost/performance trade-offs across LLM providers for multi-agent systems.
  • Play and experiment in a multiplayer universe powered by LLM-controlled agents (explore/trade/battle/collaborate)
  • Generate retro-digital visual assets (news banners, front pages) programmatically for community or in-game content
  • Inspect and debug LLM context and agent state using the GB Context Viewer
  • Research and benchmark multi-agent orchestration and LLM behavior across providers
  • Develop and extend the game server or agents using provided env templates, CI workflows, and open-source code
View Gradient Bang details