Not a chatbot layer.
Not just another prompt wrapper.
The problem I am trying to solve is this:
Most “AI NPC” systems can generate a reaction.
But the harder problem is knowing whether that reaction is still faithful to the NPC's identity over time.
That is where many systems become hard to trust in actual gameplay.
So instead of focusing only on generation, I built a small runtime for NPC behavior that exposes:
- behavior state
- alignment state
- fidelity score
- runtime safety gate
The idea is simple:
```csharp
var result = npc.Step(playerInput);
```
And the runtime does not only return “what the NPC does”.
It also returns whether the behavior still appears aligned with the NPC's intended identity.
In the Unity demo, I keep it very simple:
- OPEN: aligned behavior
- CAUTION: partial alignment
- RESTRICTED: the runtime softens behavior instead of silently letting the NPC drift
That last part is the core idea for me.
I am less interested in “look, the NPC can talk”.
I am more interested in “can we make dynamic NPC behavior more measurable and governable?”
I think this matters because a lot of current AI NPC work still leaves studios with a hard tradeoff:
- more variation
- but less control
What I am trying to build is a middle path:
- more dynamic behavior
- while still exposing runtime signals when coherence starts to break
It is still early, but the product is now concrete enough that I can demo it inside a Unity scene in a few minutes.
If anyone here is building in game AI, NPC systems, or simulation behavior, I would be curious to hear:
- how you think about NPC drift today
- whether you see alignment/control as a real production issue
- and whether a runtime like this sounds useful or over-engineered