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Autonomous NPCs with emotions, needs, and memory

Define a character's personality and goals. The engine drives their behavior through needs, planning, emotions, memory, and social dynamics. All running on-device.

Define Character, Not Scripts

The Atelico Character Behavior System flips the usual flow: instead of scripting every conversation and decision tree, you define who a character is: personality traits, backstory, long-term goals, and behavioral tendencies. The engine takes it from there, generating believable autonomous behavior that stays consistent with the character you authored.

Authoring layers on top of that, it never replaces the engine. Define as much or as little as you want, from a character sheet and explicit goals to available tools, guardrails, and a voice profile. The authored inputs and the autonomous loop are complementary: the more you author, the more tightly behavior stays on-rails.

No cloud. No scripting every conversation.

Character cognitive architecture. Top row: optional authored inputs designers define (Character sheet, Goals, Tools, Guardrails, Voice profile) configure the runtime loop. Below: a perception-to-action pipeline (Perceive, Long-term Memory, Retrieve, Working Memory, Act) sits inside a 'Generative Agent Memory' enclosure. A Plan loop at the top reads Working Memory at the beginning of the day and writes to Long-term Memory; a Reflect loop at the bottom does the same at the end of the day. Act feeds back around to Perceive to close the loop.

What Characters Can Do

Characters driven by the system exhibit a range of behaviors that emerge from their defined persona and the game world around them:

How It Looks in Practice

A tavern keeper NPC might wake up in the morning, open their shop, greet regular customers warmly (because the relationship is positive), grow suspicious of a stranger who asks too many questions (because the emotional system flags the interaction), and later mention the stranger to a guard friend (because the memory persisted and the social system drives the behavior).

None of this is scripted. You defined the tavern keeper's persona, set their needs, and placed them in the world. The engine handled the rest.

Designer Control

Autonomous doesn't mean uncontrollable. You set the boundaries:

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