AIGIS
AIGIS — Advanced Intents Generation Instruction Set — successor and much more robust version of Intent Brain. A structured NPC intent system designed to make AI-driven scenes feel alive, responsive, and consistent. It separates character decision-making from narration: AIGIS decides what each character does, why they do it, who it is aimed at, and whether it belongs in the foreground or background, while the narrator turns those intents into prose, dialogue, and atmosphere. AIGIS is the successor to the original Intent Brain, keeping its core standard of character agency, restraint, knowledge limits, and player-focused storytelling, while expanding it into a clearer, more robust framework for social scenes, ambient life, combat behavior, and story rendering. WARNING The full AIGIS setup requires the entire available `generateNPCIntents` budget of roughly 20,000 characters, plus approximately 4,000 additional characters for the story-rendering instructions. AIGIS works by separating character decision-making from storytelling. First, the system reads the current scene: which named characters are present, what just happened, what each character could plausibly know, and whether the situation is social, ambient, hostile, or active combat. It does not treat every NPC as a puppet reacting to the player. Instead, every character is considered as a person with their own goals, mood, role, fears, duties, and private knowledge. Once the scene is understood, AIGIS decides what kind of brain should be used. If attacks are being exchanged or initiated, it switches into Combat Brain, where characters choose attacks, defenses, buffs, movement, protection, retreat, or battlefield control based on their abilities and intelligence. If the scene is not combat, it uses the Social Brain and Ambient Life rules, where characters speak, refuse, bargain, react, work, relax, observe, or continue their own small lives around the player. For each character, AIGIS then generates an intent: a compact instruction describing what that character does this beat. The intent defines the action or speech-act, the substance of the beat, the manner of delivery, the target, and whether it is foreground or background. Foreground beats are aimed at the player or directly respond to what the player just did. Background beats are the world living alongside the player: guards trading complaints, merchants tending stalls, companions staying physically present, or bystanders reacting lightly. The key rule is that one intent equals one beat. AIGIS does not write finished dialogue, narration, atmosphere, or long exchanges. It only outputs the structured “what happens” and the shape of that action. This keeps the system restrained: no invented speeches, no sudden escalation, no extra NPCs acting without an intent, and no characters revealing knowledge they should not have. After AIGIS produces the NPC actions payload, the story-rendering layer takes over. The narrator parses each intent, turns the manner into voice and delivery, resolves any vague pointers using the character and world data, and renders the result as actual prose, dialogue, or action. Foreground intents become visible story beats the player can respond to, while background intents are folded into light scene texture so the world feels alive without stealing focus. In short, AIGIS decides what every character is doing and why; the narrator decides how that becomes story. This creates a living, player-focused world where NPCs have agency, scenes stay controlled, combat remains tactical, background life exists without becoming noise, and the player’s actions remain the center of the camera without forcing the world to obey them.
