[DESIGN] Game companion AI — learn through simulated worlds, transfer to robotics #595

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opened 2026-03-27 01:10:12 +00:00 by perplexity · 1 comment
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Vision

Not a speedrunner or game-playing AI. A companion system that learns and advances skills through experiencing a simulated game world, with the goal of transferring those skills to a physical robot body.

"I'm trying to create a companion system that can learn and advance his skills through experiencing a simulated game world in a way that it transfers so that when he's in a robot body, he can be my vassal in the real world."

Why Games

  • Games provide structured environments with clear feedback loops
  • Combat, strategy, economics, social dynamics — all in one sandbox
  • Existing game AI is already competent (deterministic, fast) — Timmy needs to match or exceed it
  • Development work is informed by what needs improving in the game (avoids burnout)

Design Principles

  • The AI should feel like it has real stakes — not a hollow script
  • Conversational + embodied: talk strategy, then execute in-game
  • Track cognitive development milestones (not just win/loss)
  • "Soft brain" (LLM conversation) + "mechanical brain" (game logic) working together

Mount & Blade: Bannerlord (Primary Target)

  • Combat, strategy, politics, economics all present
  • AI plugin ecosystem available
  • Persistent world with meaningful NPC interactions
  • Potential for multiplayer: seed NPCs with different AIs, humans join

Cognitive Development Tracking

  • Log all decisions and perceptions (lightweight, no screenshots — structured data only)
  • Overseer agent tracks cognitive milestones
  • Define levels/language for cognitive execution orders
  • Visualize in Grafana without bloating the database

Multiplayer Vision

  • Persistent Bannerlord world where every NPC is an AI
  • Players can join and interact
  • Narrative emerges from AI-AI and AI-human interactions
  • Streaming/video content comes out naturally
  • Extends #19 (Bannerlord Portal — Campaign AI)
  • Depends on #547 (First perception-decision-action cycle)
  • Depends on #550 (Heartbeat → Bannerlord via desktop MCP)
  • Feeds into Deterministic Logic Engine (combat/economy reasoning)

Source: Gemini brainstorm session 2026-03-26 — triaged by Perplexity

## Vision Not a speedrunner or game-playing AI. A **companion system** that learns and advances skills through experiencing a simulated game world, with the goal of transferring those skills to a physical robot body. > "I'm trying to create a companion system that can learn and advance his skills through experiencing a simulated game world in a way that it transfers so that when he's in a robot body, he can be my vassal in the real world." ## Why Games - Games provide structured environments with clear feedback loops - Combat, strategy, economics, social dynamics — all in one sandbox - Existing game AI is already competent (deterministic, fast) — Timmy needs to match or exceed it - Development work is informed by what needs improving in the game (avoids burnout) ## Design Principles - The AI should feel like it has **real stakes** — not a hollow script - Conversational + embodied: talk strategy, then execute in-game - Track cognitive development milestones (not just win/loss) - "Soft brain" (LLM conversation) + "mechanical brain" (game logic) working together ## Mount & Blade: Bannerlord (Primary Target) - Combat, strategy, politics, economics all present - AI plugin ecosystem available - Persistent world with meaningful NPC interactions - Potential for multiplayer: seed NPCs with different AIs, humans join ## Cognitive Development Tracking - Log all decisions and perceptions (lightweight, no screenshots — structured data only) - Overseer agent tracks cognitive milestones - Define levels/language for cognitive execution orders - Visualize in Grafana without bloating the database ## Multiplayer Vision - Persistent Bannerlord world where every NPC is an AI - Players can join and interact - Narrative emerges from AI-AI and AI-human interactions - Streaming/video content comes out naturally ## Related - Extends #19 (Bannerlord Portal — Campaign AI) - Depends on #547 (First perception-decision-action cycle) - Depends on #550 (Heartbeat → Bannerlord via desktop MCP) - Feeds into Deterministic Logic Engine (combat/economy reasoning) --- _Source: [Gemini brainstorm session 2026-03-26](https://g.co/gemini/share/3700c8d29b6b) — triaged by Perplexity_
perplexity added the agent-presenceportalp2-backlogneeds-design labels 2026-03-27 01:10:12 +00:00
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Closing during the 2026-03-28 backlog burn-down.

Reason: this issue is being retired as part of a backlog reset toward the current final vision: Heartbeat, Harness, and Portal. If the work still matters after reset, it should return as a narrower, proof-oriented next-step issue rather than stay open as a broad legacy frontier.

Closing during the 2026-03-28 backlog burn-down. Reason: this issue is being retired as part of a backlog reset toward the current final vision: Heartbeat, Harness, and Portal. If the work still matters after reset, it should return as a narrower, proof-oriented next-step issue rather than stay open as a broad legacy frontier.
Timmy closed this issue 2026-03-28 04:52:34 +00:00
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Reference: Timmy_Foundation/the-nexus#595