00PRODUCT

A cognition runtimefor game NPCs.

WorldMind runs cognition for your NPCs: memory, opinions, and the hundred judgment calls a scene demands. Your engine still owns movement, physics, and rule enforcement. AI proposes. Your game decides.

Latency p50
420 ms
Concurrent agents
124 / instance
Memory layers
5 · ep / sem / rel / proc / scratch
Model tiers
tiny · mid · strong · vision
Output contract
JSON schema + repair loop
Fallbacks
utility AI · first-class
worldmind · runtime trace
agents 124 p50 420ms tok/s 18k
agents
  • blacksmith_01quest
  • guard_captain_04tactical
  • patrol_cruiser_17pursuit
  • colonist_janalife-sim
  • director_overworlddirector
patrol_cruiser_17 · tactical plant+1.24s
PERCEIVEsuspect vehicle heading NW on Arcadia Blvd, eta intersection A12 in 6.2s
RECALLtwo prior escape attempts via tunnel network — preference: intercept before bridge
INTENTintercept → minimise collateral → box in near roadblock B7
PLAN1. parallel route via A12 · 2. request backup B7 · 3. deploy spike strip on contact
EMIT{ action: "navigate_to_road_segment", args: { segment_id: "A12" } }
model
mid · sonnet-tier
context
1,820 tok
memory hits
7 episodic · 3 semantic
latency
842 ms
validator
pass · 2 repairs
fallback
continue_safe_pursuit
RUNTIME TRACE · PATROL_CRUISER_17INTERCEPT PLAN · 842MS
01THE SPLIT

AI proposes.
Your engine executes.

Most game AI is brittle because behavior trees and state machines collapse once worlds become socially rich or tactically open-ended. WorldMind splits behavior into two layers. You keep authority over what matters. You offload only what hurts.

OWNED BY THE GAME

Execution layer

Millisecond loops, deterministic rules, authoritative physics and combat. Exactly how you wrote it.

  • move_to(x, y, z)
  • follow(target_id)
  • cast_skill(skill_id, target)
  • brake / steer / accelerate
  • open_door(id)
  • spawn_quest_marker(location)
LAYER AGAME-AUTHORITATIVE
OWNED BY WORLDMIND

Cognition layer

The ambiguous calls. Who to trust, when to escalate, what lie to tell. The reactions that only make sense if the NPC remembers last week.

  • decide whether to attack
  • choose tactical posture
  • generate next 3–5 actions
  • interpret player speech
  • remember prior interaction
  • choose to flee, negotiate, warn, or escalate
LAYER BAI-PROPOSED
PRINCIPLE
Selective AI
every decision is opt-in
PRINCIPLE
Game-authoritative
engine validates every output
PRINCIPLE
Tiered latency
right model, right moment
PRINCIPLE
Fail soft
fallback behavior is mandatory
02FOUR SURFACES

One runtime,
four shapes of mind.

Each surface is opt-in and composable. Use one in isolation, or run a director over a fleet of embodied and tactical agents in the same world.

01EMBODIED NPC
02TACTICAL AGENT
03COLONY / SIM MIND
04DIRECTOR / COPILOT
01 · EMBODIED NPC
MODE / 01

Characters that remember you.

Quest givers, guards, merchants. They remember your name, your faction, and what you did last week.

  • Stable persona under doctrine packs
  • Player-specific episodic + semantic memory
  • Faction / reputation / gear awareness
  • Low-cost ambient greeting behavior
IN THE WILD

Guard notices you now wear the rival faction's sigil. Warm greeting yesterday. Wary interrogation today.

WORLDMIND · EMBODIED NPC01 / 04
02 · TACTICAL AGENT
MODE / 02

Short-horizon plans, frame-perfect execution.

Combatants, drivers, squadmates. AI plans 2–5 step sequences while your engine owns the twitch loop.

  • Per-second tactical refresh
  • Utility AI fallback for reactive moves
  • Style doctrine per archetype
  • Cost-capped via model tiering
IN THE WILD

Police cruiser opts for a parallel route to A12, calls backup to B7, holds for trailing unit before engagement.

WORLDMIND · TACTICAL AGENT02 / 04
03 · COLONY / SIM MIND
MODE / 03

Emergent behavior at population scale.

Colonists, villagers, sports leagues. Goals, moods, and grudges that persist from day 12 to day 400.

  • Shared faction and settlement memory
  • Importance-filtered event propagation
  • Batched cognition with budget controls
  • Relationship deltas (trust, grudge, loyalty)
IN THE WILD

After the raid, Jana reprioritizes from hauling to medicine. She still resents Markus over last winter's theft.

WORLDMIND · COLONY / SIM MIND03 / 04
04 · DIRECTOR / COPILOT
MODE / 04

An operator, not a character.

Mission director, raid announcer, player copilot. Reads your UI, your minimap, your combat log, and the chat channel.

  • Screenshot + UI + log ingestion
  • Function calling into your mod API
  • Voice and text interface ready
  • Designed for dynamic event orchestration
IN THE WILD

Copilot sees radar contact closing on your port quarter, suggests evasive burn and pre-charges shield capacitor.

WORLDMIND · DIRECTOR / COPILOT04 / 04
03ARCHITECTURE

Inspectable by design.
Every step.

WorldMind is a pipeline, not a black box. Sensors feed a context builder, memory services enrich retrieval, a planner proposes, a validator gates, and a router chooses the cheapest model that can hold the answer. Every stage emits traces.

SOURCE OF TRUTH
Game Engine
Sensor adapters
Execution API
Capability registry
COGNITION PIPELINE
CORE
WorldMind runtime
Context builder
Memory service
Policy / rules
Planner
Dialogue brain
Tactics brain
Director brain
Action validator
Model router · trace & analytics
INTO YOUR GAME
Structured output
Intent
Plan · ordered actions
Dialogue acts
Memory writes
Fallback behavior
COGNITION PIPELINE · RUNTIME COREFIG. 01 · WORLDMIND / RUNTIME
COMPONENT · 01
Context builder
Salience ranking, compression, recency windows, mode-specific abstraction.
COMPONENT · 02
Policy / rules
Hard constraints pre- and post-inference. Lore locks, loadout locks, SOP locks.
COMPONENT · 03
Action validator
Schema-enforced output. Partial accept, repair request, or fallback. Raw text never reaches the engine.
COMPONENT · 04
Model router
Tiny local for ambient. Mid for tactics. Strong for dialogue. Vision only when frames matter.
COMPONENT · 05
Trace / analytics
Context size, memory hits, latency, cost, confidence. Every decision, every agent, every session.
COMPONENT · 06
Fallback policy
Timeout, retry with smaller context, utility AI fallback. Your world never pauses on an LLM.
04MEMORY

Not chat logs.
Structured memory with decay.

After notable events, the runtime decides to ignore, remember, or promote. Ambient small talk decays. Betrayals persist. Repeated interactions strengthen confidence. Old episodes compress into summaries.

LAYER 01

Episodic

What happened recently. Time-stamped events.

  • day 14 · adam delivered 3 iron bars
  • day 16 · adam refused courier contract
  • day 21 · adam asked about ruins north of town
LAYER 02

Semantic

Stable facts. Slowly earned, slowly forgotten.

  • adam is reliable enough for courier work
  • the smelter broke in winter 943
  • faction: ironwatch · ranked: scout
LAYER 03

Relational

Attitudes per actor. Deltas on every event.

  • adam · trust +4 · gratitude +2
  • markus · resentment +3 · fear +1
  • dusty gang · hostility +7
LAYER 04

Procedural

Doctrine. Role instructions. Culture.

  • police SOP · never ram below difficulty 4
  • merchant policy · refuse faction-locked items
  • gang culture · insult answered with insult
LAYER 05

Scratchpad

Working memory. Plans, threat list, conversation state.

  • current plan · stall adam until dusk
  • threat · unknown archer on ridge
  • tone · guarded, probe for intent

Write pipeline

DETERMINISTIC
01EVENTplayer delivered 3 iron bars on day 14
02IGNORE?no — notable, rare actor
03EPISODIC+1 entry · salience 0.72
04RELATIONALadam · trust +1, gratitude +2
05SEMANTIC'adam is reliable enough for courier work'
PIPELINE ADETERMINISTIC

Retrieval pipeline

DETERMINISTIC
01QUERYadam approaches · quest_state ready_to_turn_in
02ACTORpull adam's 4 most recent episodic entries
03QUESTpull semantic 'iron bars courier run'
04EMOTIONALpull relational · trust 7 / 10
05COMPRESSrank, dedupe, clip to 540 tokens
PIPELINE BSALIENCE-RANKED
SCOPE
Private agent memory
only this NPC knows
SCOPE
Faction memory
shared across members
SCOPE
Settlement / lore
canonical, write-locked
SCOPE
Player profile
follows the player across agents
05OUTPUT CONTRACT

Never raw text.
Always a schema.

Freeform text never drives your engine. WorldMind emits a validated structure with intent, ordered actions, and a mandatory fallback. Your game accepts fully, partially, rejects, or requests a repair.

R.01
Schema-locked outputs
Capabilities are declared. Anything not in the registry is rejected.
R.02
Repair loop
Invalid responses are re-asked with diffs, not retried blindly.
R.03
Fallback first-class
Every decision includes what to do if the model is unavailable.
R.04
Dialogue acts, not lines
‘Refuse politely’ is the output. Your VO, canned line, or TTS is the render.
POST /v1/decisions
agent: patrol_cruiser_17
{
  "intent": "intercept",
  "confidence": 0.82,
  "goal": "stop_suspect_without_collision",
  "next_actions": [
    {
      "action": "navigate_to_road_segment",
      "args": { "segment_id": "A12" },
      "why": "parallel route gives faster intercept path"
    },
    {
      "action": "request_backup",
      "args": { "location": "B7" },
      "why": "roadblock succeeds with trailing cruiser"
    }
  ],
  "memory_writes": [
    { "type": "episodic", "text": "suspect fled toward bridge, third attempt this week" }
  ],
  "fallback_if_unavailable": "continue_safe_pursuit"
}
SAMPLE RESPONSE · /V1/DECISIONSSCHEMA-LOCKED · 82% CONFIDENCE
06VERTICALS

Five worlds already mapped.
Bring yours.

WorldMind ships as a runtime core plus domain doctrine packs. Prebuilt for the verticals below, extensible for anything with a modding surface or engine integration.

01 · MMORPG QUEST NPCS

Conversational questing that remembers you between logins.

  • Persistent named NPC memory
  • Faction / lore constraints baked into doctrine
  • Quest-state awareness with anti-exploit guardrails
  • Low-cost greeting behavior at crowd scale
COMMERCIAL CLARITY01 / 05
02 · BEAMNG POLICE & TRAFFIC

Map-aware intercepts. Civilians who actually react. Pursuits that learn from your last three escapes.

  • Route abstraction and vehicle capability reasoning
  • Per-second mid-horizon tactical planning
  • Utility AI fallback for reactive moves
  • Strict action validation on every emit
VIRAL DEMO02 / 05
03 · RIMWORLD-LIKE COLONIES

Mood-, relationship-, and memory-driven emergent drama.

  • Memory summarization and importance filtering
  • Periodic plan refresh per colonist
  • Batched cognition scaling to full populations
  • Shared faction and settlement memory
EMERGENT03 / 05
04 · COMBAT SPORTS AI

Style-driven fighters that bait openings and adapt when you change stance.

  • Very short-horizon LLM planner
  • Non-LLM reactive layer for frame-perfect execution
  • Archetype doctrine: brawler · counter · pressure · grappler
  • Cost-capped via tiered model routing
TACTICAL04 / 05
05 · SPACE-GAME COPILOT

An operator watching your radar, your chat, and the combat log at the same time you are.

  • Multimodal perception (screen, minimap, radar)
  • Function calling into your mod API
  • Voice or text interface
  • Threat triage and command suggestion
DIRECTOR05 / 05
BRING YOUR OWN

Custom doctrine pack

Flight sims, stealth games, dating sims, MOBA coaches. If it has game state, WorldMind can reason over it.

Talk to us →
07ROADMAP

The narrow first battlefield.
Then the platform.

Universal frameworks die before shipping. WorldMind starts with a concrete cognition loop inside one vertical, then generalizes into an SDK and a hosted service.

P.01SHIPPING

Prove the loop

  • Single-agent cognition core
  • Structured action outputs
  • Memory write / read
  • Dashboard traces
  • One vertical demo end-to-end
P.0101 / 04
P.02IN DESIGN

Authoring system

  • Persona editor
  • Doctrine packs
  • Memory policy editor
  • Capability registry
P.0202 / 04
P.03PLANNED

Multi-agent worlds

  • Shared faction memory
  • Event propagation
  • Batched updates at population scale
  • Replay + deterministic boundaries
P.0303 / 04
P.04PLANNED

Hosted service

  • Studio API
  • Billing: agent-thought / token / seats
  • Analytics and simulation tooling
  • Multi-region inference
P.0404 / 04
08EARLY ACCESS
CLOSED TECHNICAL PREVIEW

Give your NPCs
a mind worth remembering.

We're partnering with a small batch of studios and modders for the first wave. Tell us your world, your engine, and the one behavior you've never been able to ship.

SDK · UNITY · UNREAL · CUSTOMMOD BRIDGES · BEAMNG · RIMWORLD · SKYRIMHOSTED API
POSITIONING
WorldMind is an AI cognition runtime for games. It lets developers keep full control over movement and mechanics while giving NPCs memory, dialogue, tactics and context-aware decision-making through structured, inspectable AI.
WORLDMIND · EARLY ACCESS PROGRAMROLLING · BY INVITATION