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Expand State of Mind and BehaviorTendencies for NPC Frames #134

@JOY

Description

@JOY

Summary

Turn NPC traits, pressure, and relationships into visible behavior controls.

Scope

  • Expand FrameHeartbeat with mood, stress, fear, confidence, dominant need, current goal, last trigger, and last plan summary.
  • Derive BehaviorTendencies from identity, traits, relationships, BodyTime pressure, memory, and current state.
  • Use tendencies to bias talk frequency, approach distance, avoidance, greeting tone, risk tolerance, and idle action.
  • Expose compact state to Unity without giving the client authority over it.

Acceptance Criteria

  • Nakama returns state-of-mind fields in NPC context.
  • Two NPCs with different traits can produce different tendencies under the same world snapshot.
  • Unity can display state of mind and tendency summary in debug UI.
  • Tests cover deterministic tendency derivation and malformed stored state fallback.

References

  • docs/design/26-ai-npc-backend-client-roadmap.md
  • docs/design/13-human-believable-npc-agent-model.md
  • docs/ARCHITECTURE.md

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    area:ai-agentOffline player agent, NPC intelligence, and agent observabilityarea:nakamaNakama runtime, storage, auth, social, or backend modulesenhancementNew feature or requestpriority:p1High priority for current milestonesize:mMedium task

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