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Utility Worlds

Create separate worlds for different purposes¶

Utility Worlds can serve a variety of purposes within a game. For example, you can create one utility world for handling character behaviors during combat (attacking, moving, fleeing, etc.), one utility world for managing character behaviors in daily routines (eating, sleeping, drinking, resting, etc.), and another for controlling character interactions in social scenarios. Each Utility World can focus on a specific aspect of the game, enabling modular and maintainable AI systems.

The key benefit of using multiple worlds is to reduce the cost of decision-making. When your characters have different sets of behaviors (Decision Makers), if you put all of them into one Intelligence Asset, the cost of decision-making will be high because behaviors in one set may not be used in other sets (e.g. combat behaviors not being used in daily routines).

Benefits

  • Reduce the number of considerations, decisions, decision makers that need to be executed.
  • Reduce the number of targets that need to be filtered
    • Each decision has different types of targets, so it requires different types of target filters. If you include all decisions in one Intelligence Asset, you will need to register all their targets with the utility world. This will increase the cost of filtering targets for these decisions.

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Last update : February 15, 2025
Created : January 18, 2025