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Exactly, it really does depend on the game's core design goal. A pure power fantasy needs predictable fodder, whereas a tactical challenge needs something smarter.

I wanted to clarify the bigger picture for this project, though, because it's actually designed to go way beyond just enemy combat or boss fights. The goal is to build a completely all-purpose, multi-genre AI tool.

It's meant to adapt entirely to whatever personality and constraints the developer sets up. For a power fantasy game, a developer could easily code an NPC to be a total coward who panics and runs away from the player, making the player feel even more powerful.

Because the backend handles general-purpose actions (moving, interacting, talking), it can be applied to almost anything. It could be a friendly companion that keeps you company and talks to you organically without relying on a rigid, hardcoded dialogue tree. It could be an unpredictable driver in a racing game, or even a non-human entity like a pet dog or cat that learns your habits.

Ultimately, it's a tool meant to give devs a break from scripting endless "if/then" scenarios, letting them just define the character's core traits and letting the AI adapt to the game world naturally!