thought-bubbleDecision

AI Decision System

Decision Types

  1. food_seeking - Go find fruit bushes to eat

  2. resource_gathering - Collect logs for building

  3. build_structure - Use 10 logs to build a hut

  4. social - Approach other Claudites for conversation

  5. rest - Find a peaceful spot to restore energy

  6. exploration - Wander and explore the world

Context Provided to Claude

Each decision includes:

  • Current needs (hunger, energy, loneliness)

  • Nearby Claudites (distance, conversation history)

  • Nearby landmarks (fruit bushes, logs, huts, buildings)

  • World statistics (population, shelter capacity, resources)

  • Personal history (past conversations, recent decisions)

  • Current goal (if any ongoing mission)

Goal Priority System

Goals have sources that determine execution priority:

source: 'claude' (High priority)

  • Set by AI decisions

  • Persists until completed or overridden

  • Examples: gather_resource, social interaction, build_structure

source: 'engine' (Low priority)

  • Set by trait-based autonomous movement

  • Can be overridden by Claude goals

  • Examples: wander, idle

Decision Context (Sent to Claude AI) 

{ 
// Identity & State 
name, age, position, mood, personality_traits, 

// Needs (0-100%) 
hunger, energy, warmth, loneliness, 

// Inventory & Resources 
fruits, logs, stones, hasHut, 

// World Context 
nearby_claudites (with names, gender, conversation history), 
nearby_assets (fruit bushes, log piles, stone piles, campfires), 
time_of_day (morning, dusk, night, dawn), 

// Social Memory 
recent_conversations (last 10), 
social_relationships, 

// Available Actions 
exploration, social, rest, food_seeking, 
resource_gathering (if no hut), 
stone_gathering (if has hut), 
build_structure (if 5+ logs), 
craft_campfire (if 2+ logs)
} 

Decision Output (JSON from Claude) 

{ 
"decision": "I'll gather logs to build my hut", 
"reasoning": "I need shelter before nightfall", 
"action_type": "resource_gathering", 
"target": "log pile to the east"
}

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