Add long-term family NPC intelligence roadmap

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2026-05-18 11:51:44 -07:00
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@@ -24,6 +24,8 @@ Core commitments:
- [ ] No fragmented DLC model.
- [ ] Build the smallest strong survival foundation first.
- [ ] Keep every system compatible with long-term persistence and generations.
- [ ] Make family and community characters feel like living participants, not static quest NPCs.
- [ ] Keep NPC/community intelligence proprietary-first and server-authoritative; avoid external AI dependencies for core behavior or private world state.
- [ ] Build toward an Earth-scale world made from real-world terrain tiles.
- [ ] Keep travel paced by believable real-world movement, vehicles, terrain, and character condition.
- [ ] Treat terrain, bathymetry, biomes, resources, rivers, and mountains as data-driven long-term infrastructure, not one-off maps.
@@ -872,6 +874,15 @@ Goal: Transition from temporary survival into lasting settlement and land stewar
- [ ] Define how poor knowledge creates believable outcomes: spoiled food, sick animals, failed crops, weak structures, wasted materials, and avoidable injury.
- [ ] Define how good knowledge improves resilience without making nature instant or effortless.
## 0.2.H Household Task And Helper Foundations
- [ ] Define the first household helper data model: identity, relationship to player, home location, needs, trust, simple role, allowed work radius, and safe storage access.
- [ ] Add task reservation records for gather, haul, store, cook, tend fire, repair, watch, and rest so future NPCs do useful work without duplicating player actions.
- [ ] Add safe-zone and danger-zone concepts for where family/helper characters may act without direct supervision.
- [ ] Add server-authoritative household task selection using utility scores for hunger, thirst, fatigue, weather, danger, available tools, local resources, and household priorities.
- [ ] Add simple helper work reports so players can see what was gathered, consumed, protected, repaired, or failed while they were away.
- [ ] Add guardrails so helpers cannot create resources from nothing, bypass crafting costs, ignore carry limits, or operate outside reachable storage and terrain.
---
# Version 0.3 - Social Civilization Systems
@@ -943,6 +954,16 @@ Goal: Let player communities form organically through trade, trust, conflict, la
- [ ] Add trade school and guild hall design concepts.
- [ ] Add rules for misinformation, poor teaching, outdated methods, and dangerous shortcuts.
## 0.3.G Community NPC Behavior Foundation
- [ ] Define community NPC archetypes for family members, settlers, apprentices, specialists, travelers, traders, guards, healers, teachers, and dependents.
- [ ] Add shared behavior inputs for physical needs, emotional state, social trust, fear, grief, loyalty, fatigue, skill confidence, danger, weather, hunger, and shelter quality.
- [ ] Add relationship-aware interactions between NPCs and players: greeting, helping, refusing, teaching, asking for aid, trading, warning, reporting danger, and seeking shelter.
- [ ] Add local memory records for important events: helped, harmed, rescued, taught, betrayed, fed, abandoned, injured, protected, or witnessed.
- [ ] Add community role assignment rules so NPCs choose useful work based on ability, need, reputation, household permission, tools, and settlement priorities.
- [ ] Add conflict and cooperation hooks so NPCs can avoid dangerous people, support trusted people, and report serious community problems without becoming omniscient.
- [ ] Add deterministic simulation tests for NPC task choice so behavior remains debuggable and fair before any advanced AI layer is considered.
---
# Version 0.4 - Generational Gameplay
@@ -1022,6 +1043,29 @@ Goal: Introduce mortality, inheritance, lineage, family knowledge, and the emoti
- [ ] Persist character visual age and condition state.
- [ ] Add UI/profile presentation for age, condition, and visible legacy.
## 0.4.F Family Agency And Emotional Life
- [ ] Define family-member autonomy levels: dependent, helper, apprentice, adult contributor, elder advisor, and incapacitated.
- [ ] Add family daily rhythm rules for eating, sleeping, sheltering, learning, working, socializing, resting, and responding to danger.
- [ ] Add emotional state model for safety, grief, fear, attachment, resentment, pride, loneliness, confidence, and hope, driven by actual game events.
- [ ] Add family memory continuity across generations so children and descendants remember major household events, losses, teachers, migrations, disasters, and achievements.
- [ ] Add teach/learn interactions between player characters, family members, apprentices, and elders, including practical demonstration and oral instruction.
- [ ] Add household contribution rules for gathering food, carrying water, tending animals, repairing shelter, crafting simple goods, warning of danger, and helping vulnerable relatives.
- [ ] Add family-member refusal and stress behavior when workload, danger, hunger, neglect, grief, illness, or distrust makes a task unreasonable.
- [ ] Add family and relationship UI showing current needs, emotional state, recent memories, current role, useful skills, and recent contributions.
- [ ] Add persistence and replication for family agency, task state, memories, emotional state, relationships, and teaching history.
## 0.4.G Offline Character Stewardship
- [ ] Define logged-off player stewardship rules for a persistent real-time world.
- [ ] Let logged-off player characters contribute defensively and domestically from their last valid location, home, claim, or assigned settlement post without advancing exploration position.
- [ ] Allow limited offline actions such as watching a camp, helping defend a shelter, tending assigned fires, hauling nearby stored goods, basic repairs, and helping with routine household work.
- [ ] Prevent offline characters from discovering new map areas, learning new skills, completing major projects, making strategic choices, accepting risky travel, or gaining unfair progression.
- [ ] Add offline risk exposure so logged-off characters can still suffer from hunger, thirst, weather, fire, attack, neglect, disease, or unsafe orders if their household is poorly prepared.
- [ ] Add offline activity logs that explain what happened while the player was away, including work performed, supplies consumed, injuries, threats, and unresolved decisions.
- [ ] Add consent and safety settings for offline stewardship scope so players understand what their character may do while logged off.
- [ ] Add server reconciliation tests for disconnect, reconnect, server restart, and long absence cases.
---
# Version 0.5 - Governments And Civilization
@@ -1092,6 +1136,17 @@ Goal: Enable cities, citizenship, taxation, diplomacy, organized law, warfare, a
- [ ] Add military training knowledge for tactics, logistics, fortification, command, communications, and rules of engagement.
- [ ] Add public research funding, grants, patents or open knowledge policies, and institutional prestige.
## 0.5.G Settlement Labor, Care, And Community Schedules
- [ ] Add settlement work boards for assigning recurring jobs to families, NPCs, apprentices, and logged-off player characters within explicit permissions.
- [ ] Add community schedules for planting, harvesting, cooking, watch duty, maintenance, schooling, medical care, public works, and emergency response.
- [ ] Add dependent-care systems for children, elders, injured characters, sick characters, and disabled characters.
- [ ] Add labor fairness and morale rules so communities that overwork or neglect people lose trust, productivity, and stability.
- [ ] Add player and NPC leadership tools for prioritizing work without micromanaging every individual.
- [ ] Add settlement contribution logs for food gathered, structures repaired, lessons taught, patients treated, threats reported, and resources consumed.
- [ ] Add public safety response hooks so NPCs can react to fire, attack, injury, starvation, exposure, theft, collapse, or severe weather.
- [ ] Add community AI profiling so large settlements can simulate many characters cheaply while keeping nearby characters fully realized.
---
# Version 0.6 - Dynamic Civilization Cycles
@@ -1145,6 +1200,15 @@ Goal: Keep the world alive for future generations through change, decay, scarcit
- [ ] Add archive recovery and rediscovery mechanics for collapsed settlements and ruins.
- [ ] Add resilience planning bonuses for settlements that preserve specialists, records, redundant systems, and training pipelines.
## 0.6.F NPC Hardship, Adaptation, And Recovery
- [ ] Add long-term stress and trauma responses for famine, violence, disease, death, abandonment, disaster, forced migration, and repeated unsafe work.
- [ ] Add recovery pathways through safety, food security, family care, medicine, rest, ritual, community trust, education, and meaningful work.
- [ ] Add crisis behavior such as fleeing, sheltering, hoarding, helping, freezing, panicking, bargaining, or seeking leadership based on personality, training, trust, and danger.
- [ ] Add community memory of major crises so future decisions, migration pressure, family stories, and institutional priorities reflect lived history.
- [ ] Add generational effects from hardship and stability without making characters deterministic or permanently ruined.
- [ ] Add social recovery systems for rebuilding trust after theft, neglect, violence, failed leadership, or preventable disaster.
---
# Version 0.7 - Earth-Scale Expansion
@@ -1295,7 +1359,18 @@ Goal: Let player civilizations advance into mechanization, energy, automation, a
- [ ] Add control systems knowledge for sensors, actuators, feedback loops, programmable logic, robotics, telemetry, fail-safes, and maintenance diagnostics.
- [ ] Add computing and communications knowledge for basic electronics, radio, wired networks, data storage, software, cybersecurity, and automation monitoring.
## 0.8.E Advanced Engineering And Energy Education
## 0.8.E Proprietary AI Simulation Research
- [ ] Define an AI privacy policy for gameplay: no private world state, player history, unreleased design, or proprietary economy data leaves controlled infrastructure for core behavior.
- [ ] Research local or self-hosted model options for optional narrative flavor, summarization, dialogue variation, tutoring, and planning assistance without depending on third-party inference.
- [ ] Keep core NPC decisions deterministic and inspectable through utility AI, behavior trees, state trees, planners, or GOAP-style task systems before adding model-generated flavor.
- [ ] Define model boundaries: AI may suggest dialogue, summaries, and candidate plans, but server rules decide legal actions, resource use, movement, safety, combat, learning, and economy outcomes.
- [ ] Add an AI memory compression design that turns raw events into compact private character memories, family stories, settlement history, and teaching notes.
- [ ] Add evaluation tests for hallucination, unsafe advice, lore drift, repetitive behavior, privacy leakage, bias, griefing vectors, and performance cost.
- [ ] Define fallback behavior so NPCs remain functional if model inference is disabled, unavailable, too expensive, or rejected for privacy reasons.
- [ ] Define content moderation and audit tools for AI-generated dialogue, lessons, public notices, and player-authored material.
## 0.8.F Advanced Engineering And Energy Education
- [ ] Add engineering education paths for mechanical, civil, electrical, chemical, industrial, environmental, agricultural, biomedical, nuclear, aerospace, software, and systems engineering.
- [ ] Add design-review mechanics for complex machines, structures, power plants, factories, medical systems, transportation networks, and public infrastructure.
@@ -1598,6 +1673,19 @@ These tracks run across all phases and must not be left as afterthoughts.
- [ ] Create early tester application.
- [ ] Create public roadmap page later.
## N. NPC, Family, And Offline Simulation Intelligence
- [ ] Define NPC intelligence architecture around server-authoritative utility scoring, behavior/state trees, task reservations, memory records, and deterministic simulation before any generative AI layer.
- [ ] Define a character memory schema for event facts, emotional weight, relationship impact, teaching history, trauma/recovery markers, obligations, promises, debts, and family stories.
- [ ] Define family and community simulation LOD: full behavior for nearby visible characters, reduced task simulation for settlement members, and ledger-based offline simulation for distant or logged-off characters.
- [ ] Define offline player simulation rules that allow local contribution and protection without exploration movement, major decision-making, unfair learning, or hidden progression.
- [ ] Define debug tools for explaining why an NPC chose a task, refused an order, helped someone, fled danger, taught a lesson, or consumed supplies.
- [ ] Add automated tests for NPC task selection, resource accounting, relationship changes, emotional state transitions, teaching outcomes, offline stewardship, and reconnect reconciliation.
- [ ] Define proprietary-first AI rules: core behavior must work without third-party services, external AI cannot receive private unreleased world/player data, and any model layer must be replaceable.
- [ ] Define local/self-hosted AI research lane for optional dialogue variation, event summarization, tutoring, memory compression, and settlement reports.
- [ ] Define performance budgets for thousands of family/community characters across persistent settlements.
- [ ] Define abuse protections so players cannot exploit NPC labor, offline characters, family members, or AI-generated instructions to bypass survival, economy, travel, combat, or learning constraints.
---
# Six-Month MVP Calendar
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@@ -594,9 +594,36 @@ Future persistence design should address:
- tile package changes;
- player-owned structures;
- family/generation data;
- family and community NPC memory, relationships, teaching history, emotional
state, task state, and offline stewardship logs;
- economy and transaction records;
- settlement governance records.
## Family, Community NPC, And Offline Stewardship Intelligence
Long-term NPC and family behavior should be built as inspectable simulation
systems before relying on any generative AI layer.
Core rules:
- The server remains authoritative for NPC choices, movement, resource use,
combat, teaching, learning, economy effects, and offline character outcomes.
- Nearby characters can run fuller behavior/state-tree logic, while distant
settlement members use cheaper task simulation and ledger updates.
- Family and community characters need persistent needs, relationships,
memories, skills, roles, emotional state, task state, and contribution logs.
- Logged-off player characters may contribute locally from their last valid
home, claim, or assigned post, but should not explore, learn new skills,
complete major projects, accept strategic risk, or gain hidden progression.
- Core behavior must remain deterministic, debuggable, and functional without
model inference.
- Any AI model layer should be proprietary-first: local or self-hosted where
practical, privacy-safe, replaceable, and limited to optional dialogue
variation, event summarization, teaching flavor, memory compression, and
settlement reports unless explicitly promoted after review.
- External AI services must not receive private player history, unreleased world
state, economy data, or proprietary design context for core gameplay.
## Multiplayer Strategy
The MVP should prove at least two players on the same server.