Documentation category

AI

AI is where the world starts acting back. Hyper AI can be simple, like an enemy that moves and reacts, or much richer, with routines, companions, smart-object style behavior, tasks, perception, tagged world places, and NPCs that feel connected to the systems around them.

What This Enables

  • Basic enemies, friendly NPCs, companions, world workers, routine-driven characters, and task-based AI behavior.
  • NPCs that can use tags, data, smart locations, perception, and gameplay systems instead of living as isolated scripted actors.
  • AI that can support survival worlds, settlements, quests, companions, combat encounters, ambient life, and systemic behaviors.

Working Advice

  • Before debugging "intelligence," confirm the basics: possession, navigation, perception, collision, and valid targets.
  • Build one tiny behavior loop first. Then add routines, tasks, companions, and world interaction.
  • Good AI infrastructure is boring in the best way: data, tags, and world markers do the heavy lifting so behavior stays editable.