The runtime, documented.
WorldMind exposes three endpoints, one SDK per supported engine, and a mod bridge for modifiable games. Your engine speaks state to the runtime. The runtime speaks structured actions back. Nothing else.
Quickstart
Five steps, end to end. The curl examples assume you have an API key and a project. SDK snippets follow the same sequence.
- 01Create a projectProjects scope your agents, capabilities, and traces. Create one per game or per environment.
curl -X POST https://api.worldmind.dev/v1/projects \ -H "Authorization: Bearer $WM_KEY" \ -d '{ "name": "ironwatch-mmo" }' - 02Declare capabilitiesList the actions the engine allows. The validator rejects anything not declared here.
curl -X POST https://api.worldmind.dev/v1/capabilities \ -H "Authorization: Bearer $WM_KEY" \ -d '{ "action": "speak", "args_schema": { "text": "string", "tone": "string" } }' - 03Register an agentPersonas, memory profile, capability allow-list, doctrine.
curl -X POST https://api.worldmind.dev/v1/agents \ -H "Authorization: Bearer $WM_KEY" \ -d '{ "agent_id": "blacksmith_01", "archetype": "quest_giver", "persona": "gruff but warm village blacksmith", "capabilities": ["speak", "give_quest", "complete_quest"], "memory_profile": "npc_social_basic" }' - 04Push game eventsObservations flow into the agent's context. Send events as they happen.
curl -X POST https://api.worldmind.dev/v1/events \ -H "Authorization: Bearer $WM_KEY" \ -d '{ "agent_id": "blacksmith_01", "event_type": "player_nearby", "payload": { "player_id": "adam", "quest_state": "ready_to_turn_in", "distance": 3.4 } }' - 05Request a decisionAsk for a structured action. The response is schema-locked and always carries a fallback.
curl -X POST https://api.worldmind.dev/v1/decisions \ -H "Authorization: Bearer $WM_KEY" \ -d '{ "agent_id": "blacksmith_01", "mode": "social", "constraints": { "max_latency_ms": 1500, "max_tokens": 1200 } }'
Integration patterns
Embed in engine
For studios on Unreal, Unity, or a custom engine. Import the runtime, wire sensors and capabilities, call into the SDK from your gameplay code.
Mod bridge
For games like BeamNG, RimWorld, or Skyrim. A local bridge process receives game events over a socket and returns decisions. No engine source needed.
Hosted cognition
For server-authoritative MMOs. Your game servers push state deltas to the hosted API. The API returns structured actions. Horizontally scales with your agent fleet.
Player-side assistant
For player copilots, game masters, and raid directors. The runtime runs alongside the player and uses screen-level perception plus function calls into your mod API.
Core concept · Agent
An agent is a runtime-controlled entity with cognition. Agents own persona, doctrine, permissions, memory, and an update cadence. A single agent can represent a quest giver, a patrol unit, a colonist, or a director.
{
"agent_id": "blacksmith_01",
"archetype": "quest_giver",
"persona": "gruff but warm village blacksmith",
"capabilities": ["speak", "give_quest", "complete_quest"],
"memory_profile": "npc_social_basic",
"doctrine": ["lore.ironwatch", "role.merchant"],
"update_schedule": "on_event",
"fallback_policy": "canned_line"
}Core concept · Capability
A capability is an action family your engine exposes. Actions are declared with an argument schema. The validator rejects any action the agent is not permitted to emit.
[
{ "action": "speak", "args": { "text": "string", "tone": "string" } },
{ "action": "move_to", "args": { "x": "f32", "y": "f32", "z": "f32" } },
{ "action": "cast_skill", "args": { "skill_id": "string", "target_id": "string" } },
{ "action": "request_backup", "args": { "location": "string" } },
{ "action": "set_speed", "args": { "value": "f32" } }
]Core concept · Observation
Observations are the normalized inputs your game sends into the runtime. They can include entity state, combat events, chat lines, UI snapshots, minimap crops, and screenshots.
{
"agent_id": "blacksmith_01",
"event_type": "player_nearby",
"timestamp": 1712594433.21,
"payload": {
"player_id": "adam",
"quest_state": "ready_to_turn_in",
"distance": 3.4,
"reputation": 42,
"faction_matches": ["ironwatch"]
}
}Core concept · Intent & plan
An intent is the high-level decision. A plan is an ordered series of action proposals with rationale and a fallback. The engine accepts, partially accepts, rejects, or requests a repair.
{
"intent": "greet_and_prompt_turnin",
"confidence": 0.91,
"goal": "move_player_toward_quest_completion",
"next_actions": [
{
"action": "speak",
"args": { "text": "Hey Adam — did you manage to get those iron bars?" },
"why": "player is ready_to_turn_in; warm opener fits persona"
}
],
"memory_writes": [],
"fallback_if_unavailable": "canned_greeting"
}Core concept · Memory
Memory is structured, not a chat log. Five layers (episodic, semantic, relational, procedural, scratchpad) with salience, decay, and scope. See the memory section on the home page for the layer breakdown.
API · POST /v1/decisions
The primary endpoint. Given an agent and a mode, the runtime builds context, retrieves memory, plans, validates, and returns a structured decision.
{
"agent_id": "patrol_cruiser_17",
"mode": "tactical",
"observations": [
{ "event_type": "pursuit_ongoing", "target": "suspect_vehicle_9" }
],
"constraints": {
"max_latency_ms": 1500,
"max_tokens": 1800,
"allowed_models": ["mid", "strong"]
}
}{
"intent": "intercept",
"confidence": 0.82,
"goal": "stop_suspect_without_collision",
"next_actions": [
{ "action": "navigate_to_road_segment", "args": { "segment_id": "A12" } },
{ "action": "request_backup", "args": { "location": "B7" } }
],
"memory_writes": [
{ "type": "episodic", "text": "third escape attempt this week" }
],
"fallback_if_unavailable": "continue_safe_pursuit",
"trace_id": "trc_01HWM3ZNK..."
}SDK clients
First-party SDKs are available for C# (Unity), C++ (Unreal), TypeScript (hosted), and Python (tooling). All speak the same wire format and share a common schema for capabilities.
Mod bridges
For games without engine access, a local bridge process runs alongside the game. Official bridges ship for BeamNG, RimWorld, and Skyrim. The protocol is documented so additional bridges are straightforward.
WORLDMIND DOCS · V0.1 · LIVING DOCUMENT