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THE DEVELOPMENT WIKIPROJECT I SPACE FANTASY · CO-OP FPS · ROGUELIKE

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.

Ownership diagram: encounter and planned squad guidance, private individual graph, perception, investigation, movement and attacks, with clients rendering accepted cues.

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 diagram of a three-player region, a separate player region, coarse group assignments and pack-to-elite observed reports.

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.