AI ownership, coordination and sandbox use¶
The encounter decides what can arrive; individuals decide what they can usefully do with evidence. For example, a shooter can seek a lane without waiting for a whole pack to finish looking around cover.
Current: opt-in ordinary shooters have a native Unity Behavior graph, personal perception, bounded search, safe movement and validated bolts. Reserved arrival groups and a separate passive-boss fixture exist. Normal stage bindings remain passive. Retired pack/cover-grace systems are historical; their teardown does not describe every current isolated fixture.
Who owns each decision¶
Graphs request actions; capability owners enforce them. For example, switching branches cannot refund recovery, renew memory or erase a launched projectile.
Solid boxes = implemented owners; dashed violet = planned coordination. Arrows show requests/data, not unrestricted shared state. Authority and actor/target/run/stage lifetime are checked at consumption.
| Owner | Responsibility and boundary |
|---|---|
| Director / scheduler / ledger | Profiles, RNG, credits, reservations, safe births, readiness, boss transition and cleanup. No individual attack choice or exact hidden aim. |
| Squad guidance (C1/C2 planned) | Temporary purpose/region, stable membership, bounded pursuit and scoped reports/cooperation. No duplicate bank, movement or attack owner. |
| Behavior host / individual graph | Server-only startup after valid network lifetime; private instance bindings. Select attack, useful seek/search or finite assignment wait. Shared assets hold no mutable enemy memory. |
| Perception | Sight, remembered sight, weaker reports/hearing, target lifetime/quality/reaction; evidence is not automatic firing permission. |
| Investigation | Frozen hypotheses, viewpoint scoring, checked history and original effort/deadlines; world geometry queries, never hidden player transforms. |
| Positioning / movement | Budgeted safe routes/destinations, action/lifetime-owned claims, one voluntary movement writer and bounded facing/progress. Preferred shooting range does not prohibit safe close transit. |
| Attack / flight service | Pay preparation/recovery once; validate release with personal sight, muzzle path, identity and status. Launched projectiles stay service-owned after ordinary shooter death; terminal encounter cleanup cancels them. |
| Entity / presentation | Health/status/Scan, rewards/death/lifetime. Clients render accepted transforms/cues; never authoritative AI/damage. |
Planned moving pressure and cooperation¶
Birth group, current assignment and temporary cooperation are distinct relationships. For example, a roaming elite can help another pack while keeping its own identity, health and cooldowns.
PLANNED C1/C2 schematic; no scale. Dashed violet arrows = future region/report transport, not live hidden tracking. Pressure may temporarily concentrate.
C1 will consume stable admissions and update their coarse commitment regions as reachable party opportunities move. Mixed roles share a purpose without identical destinations, synchronized volleys or waiting for the slowest member. Split allocation considers participant regions and approaching pressure; equal damage/round-robin fairness is not promised.
C2 will scope reports to squads/eligible temporary partners and retain original observer/time/target lifetime. Fresh reports stop when all observers lose sight. Initial required sharing is pack → cooperating elite; reciprocal transport is deferred. Reports guide awareness/positioning, while direct fire still requires the elite's own clear sight/path. Planned Bombardier remembered fire requires its own sight, never a relayed location.
Cooperation must be useful, bounded and stable; without a useful pack an elite continues independent role pressure. Join/leave cannot heal, reset cooldowns/pursuit or invent knowledge. The plan's 25 m seek/35 m release, one partner and two-second switch spacing are provisional, not implemented controls. Hidden retirement is M7; roster/support/defense/splitting and boss attacks are M8–M14.
Practical sandbox controls¶
The sandbox exposes isolated behavior without activating production stages. For example, F5 replaces the selected actors and captures new settings; it does not continue a search with a refreshed deadline.
These are instructions for a later authorized manual session. No Unity operation was performed for this wiki. Open ProjectI > Debug > Enemy AI > Shooter sandbox in the Editor; ordinary Play/MainMenu alone does not opt in.
| Control / view | Meaning |
|---|---|
| Manual one / three shooters | Authored isolated combat/search, normal player weapons/status, supported Stop/relaunch. |
| Search preset (next reset) | Weak/Ordinary/Persistent definition pair. Comparison-label text is old: use current values. |
| Inspect selected search strength asset | Opens investigation definition. Changes apply on reset/respawn. |
| Inspect shared planning budgets / profile queries | Selects scenario driver; separate path/probe caps and optional profiling apply on reset. Counters do not prove representative hardware performance; allocation measurement was unavailable at M5B's recorded gate. |
| S2: reserved groups and readable arrivals | Opt-in arrival director/shooter registry and provisional pool. No restored specialist/splitting claim. |
| S3: boss phase and reinforcements (passive boss) | 40-kill transition, survivor continuity and independent reinforcement profile; no boss combat sign-off. |
| Reset current fixture / F5 | Replaces/repositions actors, invalidates old owned work, captures definitions/budgets; host and input-focus gated. |
| Observe live owners (opt-in) | Current capability/graph/claim/query states; native visual graph debugger can attach to a live instance. |
| Inspected shooter → perception observation | Editor window/Scene overlay: remembered/expired evidence, accepted destination/full route, phase/reason/deadline/counters, predictions/viewpoints/checked history, actual cone hit/miss/unknown query history. Observes executed queries rather than adding sensing. |
| Director debug / F6 | ProjectI > Debug > Enemy AI > Director debug, also sandbox-linked. F6 toggles development in-game overlay, focus/input gated. Profile/phase, bank/income, saving target/expiry, next purchase/placement attempts and actual births. |
Overlay history groups up to six packs represented by the latest twelve births, with complete actually-born counts per represented pack (e.g. 3× Ranged Drone, 1× Ranged Drone [Elite]). Editor lists twelve individual births. Unborn/cancelled members never appear; dead born members remain historical births. Old profiles are labelled; reset/switch/terminal cleanup clears the old owner view. Next attempt is not a guaranteed birth ETA.
Diagnostics/fixtures are opt-in/development-only, with recorded release-exclusion audits. Display acceptance does not establish behavior or every native narrow/long-text layout.
Acceptance is specific¶
Acceptance belongs to a checkpoint and scope. For example, accepting search does not accept later sharing, boss gameplay or production activation.
| Boundary | Historical evidence and open scope; no new gameplay execution here |
|---|---|
| M5/M5B | User accepted search/cover, ramp firing and corrected stairs on 15 October within closure limits. Final gate: 1,129 EditMode / 261 native, three audited builds and local packaged/menu checks. The later committed firing checkpoint 80f7fa8 remains partial: an unresolved cover-timing miss and human/broader gates remain open. |
| S1/S2 / elite packs | Implemented; S2 and elite follow-up explicitly accepted within opt-in prototype. Elite final-source record: 1,229 EditMode / 24 native, original packaged reuse where compatible. |
| S3 | Implemented automated checkpoint: 1,234 EditMode / 54 native, audited builds/local packaged progression. End human gameplay/balance pending; boss passive. |
| Director debug | Revised grouping accepted; 1,242 EditMode / 55 native and exclusion builds recorded. Unchanged S3 packaged paths reused. Native narrow/long-text visual limits remain. |
| S4 / M6-SPAWNING-READY | Unchecked; independent spawning campaign/handoff and required coverage open. |
| C1–C3 / later AI | Assignments, reports/cooperation and combined proof planned; roster restoration, production promotion and first-stage acceptance are separate. |
Do not sum historical totals into a present-tree pass. Reports retain their own source/assets/build/settings/scenarios. Representative hardware, separate-network/search-active latency and unexpected search-active host-process-loss acceptance remain open where recorded. Wiki checks prove documentation only.
Source and extension route¶
Start with spawning for admissions and perception/search for evidence. Extend capability composition without central enemy-type decision switches; keep mutable state with its owner.
Source: integration design, scenarios, brief, parent plan/evidence, spawn amendments/evidence, driver, sandbox, observation, director view, assignment wait, bolts.