These notes explore NPC decisions, personality, emotion, memory, attention, and explainability. The design aims for expressive characters whose choices still remain limited by evidence, capability, policy, and available computing time.

AI Decision Trace Service

This service shows how an AI makes decisions. It logs the steps that led to a choice. The service does not change or control the choice. It helps explain why something happened.

NPC Dialogue Service

This service chooses what ambient NPCs say. It selects speech based on what the NPC knows and feels. The speech may be wrong or misleading. It never becomes truth just because it is said.

Capability And Episodic Memory Separation

Learned skills and remembered events are separate forms of character state. Death, wipe transitions, or lifecycle changes may affect them differently. This policy only applies to how these states behave during such events. It does not allow one state to replace or override the other. The policy defines clear boundaries for each type of memory. A character cannot lose all knowledge if only one form is affected.

Giving NPCs A Mission

ADK is designed to let a plugin describe the participants, roles, cargo, origin, destination, and goal of an NPC mission without programming the NPCs' moment-to-moment thinking.

For example, a plugin could request a two-vehicle caravan with a driver, a protector, a real package, and an outpost destination. ADK would find suitable persistent NPCs and reserve the required equipment, while each NPC's ordinary personality, perception, navigation, and safety logic would determine how the mission is actually carried out.

NPCs Notice Only Part Of What Happens

NPCs normally focus on one main thing, loosely monitor a few secondary concerns, and retain limited background alert channels. A loud sound behind a guard may make them turn or investigate, but it does not reveal who caused it or guarantee that the guard reacts at all.

NPC Daily Lives

Persistent NPCs do not work and train around the clock. They have configurable shifts, private time, and rest. During private time they may garden, gather supplies, socialize, roam, or buy food from vendors and player shops. Essential jobs use rotations, and credible danger can wake sleeping personnel without giving them instant perfect awareness.

NPC Choice Process

The NPC Decision Governor controls how non-player characters process information. It limits what an NPC can consider at once. The system suggests actions but does not change the character directly. It decides when to reevaluate choices.

NPC Personality Review

NPC personalities change slowly over time. Plugins cannot rewrite identity directly. The system reviews personality updates in batches. Changes happen after evidence is accepted.

What A Situation Means To One NPC

The same danger can mean different things to different NPCs. One may believe escape is easy, another may feel trapped, and a proud leader may wrongly believe a failing defense can still be saved. These interpretations influence choices without becoming objective truth.

NPC Soul Expression Compiler

This system changes an NPC's long-term traits and skills into short-term changes for the current situation. It keeps NPCs acting based on their personality. It does not change who they really are or give them hidden knowledge. This helps keep gameplay fair and consistent.

NPC Decisions Can Take Human Time

NPCs may react quickly to immediate danger while taking longer to understand a confusing situation or form a plan. Their current plan normally sticks for a while instead of changing every game tick. A prepared choice is discarded when the world facts it used are no longer current.

NPC Emotion Tracking System

This system tracks how NPCs feel about each other. It uses events they experience or hear about. Emotions include anger, fear, trust, and others. These feelings change behavior but do not show hidden facts. The system keeps emotions bounded and clear. It does not make NPCs omniscient or prove truth. Emotion state only reflects known events. This system does not share private data. Only authorized NPC consumers may read emotion results. Emotions decay over time. The system handles updates safely and in order. Duplicate events do not cause errors. Concurrent updates resolve correctly.

Shared Character Capability Model

This model uses one shared vocabulary for character skills and actions. It applies to both players and NPCs. The system keeps player choice and control. It helps everyone understand the same abilities.

Event Significance Service

This service finds simulation events that may be important enough to record, review, or share. It gives a hint about how significant an event is. It does not control what happens next in the game.