Sandbox Freedom Engine (SFE)

Sandbox Freedom Engine (SFE)

A system for open life simulation where everything is choice, consequence, and chain reaction.


1. CORE WORLD (World Logic Layer)

The world does not “follow scripts.” It operates through living states.

Global city states:

:green_circle: Order (high security, stable economy)
:yellow_circle: Neutral (normal life, random events)
:red_circle: Unstable (crime, social chaos, extreme events)
:black_circle: Collapse (dangerous zones, weak law, full chaos)

These states change based on:


2. NPC SYSTEM (AI Social Engine)

Every NPC has:

Living identity:

  • personality (calm, aggressive, manipulative, etc.)

  • morality (high ↔ low)

  • ambition (survival ↔ power)

  • fear and courage

Dynamic memory:

  • remembers interactions

  • forms opinions about you

  • spreads rumors

Invisible social network:

  • NPCs talk to each other outside player view

  • reputation spreads like a social “internet”


3. PLAYER FREEDOM SYSTEM

The player does not choose a “class” — only a lifestyle.

Free paths:

:office_worker: normal life (work, relationships, routine)
:glowing_star: celebrity life (influence, media, events)
:fire: underworld life (crime, risk, escape, power)
:puzzle_piece: hybrid (mix everything)

Nothing is locked — only consequences change.


4. REPUTATION WEB SYSTEM

There is no single “good/bad” system.

Reputation types:

  • Social (popularity)

  • Moral (public trust)

  • Legal (police attention)

  • Professional (career status)

  • Underworld (criminal respect)

Each NPC perceives you differently depending on their network.


5. CONSEQUENCE SYSTEM

Nothing is instant — everything escalates.

Example flow:

action → rumor → reputation shift → behavior change → world events

The world grows stories on its own.


6. EVENT ENGINE (Drama Generator)

A system that creates emergent events:

  • public fights

  • scandals

  • unexpected romances

  • chases

  • economic crises

  • social betrayals

All based on:

  • current relationships

  • city state

  • NPC personality


7. WORLD ZONES SYSTEM

The city is divided into living zones:

:cityscape: Downtown (luxury, fame, media)
:house: Residential (normal life)
:brick: Industrial (hard work)
:new_moon: Underworld (crime, danger)
:herb: Suburban (calm, family life)

Each zone reacts to the global state.


8. UI SYSTEM

Main HUD:

  • dynamic mini-map with “social layers”

  • hidden reputation bars (revealed through interaction)

  • real-time event alerts


Social UI (relationship menu):

Each NPC shows:

  • opinion about you

  • fear / respect / interest

  • interaction history

  • rumors they’ve heard


World Pulse UI:

Shows the “social climate” of the city:

  • social tension

  • crime level

  • economy status

  • trending NPCs (who is influential right now)


Event Feed:

Live world feed:

  • “someone spread a rumor about you”

  • “NPC X changed opinion of you”

  • “a crime happened nearby”

  • “a celebrity entered the city”


9. NO-LIMIT RULE SYSTEM

Core rule:

The game never blocks an action — it only reacts to it.

  • want to be criminal? allowed

  • want normal life? allowed

  • want both? allowed

But:

  • the world remembers

  • the world responds

  • the world evolves


10. CORE GAME LOOP

  1. player action

  2. NPC reaction

  3. reputation update

  4. city state shift

  5. new events generated

  6. world continues living


The Sandbox Freedom Engine is basically:

A world where you don’t play a story — you create stories through your existence.

It’s possible to push this a lot with both systems — but they work even better together. I’m going to break down both systems as modules of the same living city.


Basically a complete social simulation, but with NPCs acting like real players.


“Second Life Experience” (Single Player for inZOI)

A mode where the world simulates an entire living society, without needing multiplayer.


1. NPCs as “simulated players”

Each NPC functions as if they were a real player:

  • have their own identity

  • choose careers and hobbies

  • build houses and lifestyles

  • create complex social relationships

  • change opinions over time

They are not characters — they are “simulated people”.


2. Persistent social world

The world keeps living even without the player:

  • NPCs get married, break up, fight, and form friendships

  • social events happen on their own

  • neighborhoods evolve economically and culturally

  • trends emerge and disappear

Like an “automatic Second Life”.


3. Construction and identity (core of Second Life)

  • fully customizable houses

  • detailed interiors

  • unique lifestyles

  • public spaces shaped by simulation

Each NPC “expresses personality” through their environment.


4. Living economy

  • dynamic jobs (NPCs change careers)

  • service market between NPCs

  • AI-generated shops and businesses

  • wealth and status affect social behavior

Money influences reputation and social access.


5. Advanced social AI

  • NPCs remember everything about you

  • rumors and gossip spread between them

  • layered relationships (friendship, respect, interest, rivalry)

  • natural social groups and communities form


6. Emergent drama (Second Life essence)

  • betrayals

  • romances

  • social conflicts

  • evolving friendships

  • local scandals

Everything emerges from simulation, not scripts.


7. World reacts to the player

Even in single-player:

  • you still influence society

  • your actions become “historical events”

  • NPCs comment on your decisions

  • your reputation reshapes entire neighborhoods


8. Full lifestyle freedom

  • normal life (work, family, routine)

  • creative life (art, building, socializing)

  • social life (events, influence, popularity)

  • chaotic life (drama, conflict, risk)

No social “game over” — only evolution.


SUMMARY

This mode would be:

A fully AI-simulated Second Life, where NPCs replace real players and create a living society inside single-player gameplay.

Intelligent Police System (IPS)

“GTA-level enforcement + simulation logic”

A system where police don’t just react to crimes, but to patterns, context, and history.


1. POLICE AI LAYER

Each police officer has:

  • experience level (rookie → elite)

  • personality (corrupt, just, aggressive, cautious)

  • case memory

  • communication network with other officers

They are not “spawns” — they are real city NPCs.


2. CRIME DETECTION SYSTEM

Police do not “see everything”.

Detection happens through:

  • NPC witnesses

  • urban cameras

  • behavior patterns

  • suspicious reputation

  • false or real reports

Result: sometimes you escape… sometimes the world exposes you.


3. ESCALATION SYSTEM (RESPONSE LEVELS)

:green_circle: Level 0 – Observation

  • mild suspicion

  • NPCs start noticing

:yellow_circle: Level 1 – Investigation

  • information gathering

  • increased patrol presence

:red_circle: Level 2 – Local manhunt

  • roadblocks

  • active pursuit

:black_circle: Level 3 – Full alert state

  • SWAT/elite units

  • drones and heavy surveillance

  • zone lockdowns


4. MEMORY-BASED POLICING

Police remember:

  • past crimes

  • player style (disguise, violence, stealth)

  • frequently visited zones

  • allies and contacts

This creates a living criminal profile.


5. CITY COORDINATION SYSTEM

Police are not isolated:

  • inter-district communication

  • real-time alerts

  • force redistribution based on city chaos


Emotional Collective AI (ECA)

“The emotional mind of the city”

This system makes the city not just react… but “feel”.


1. CITY EMOTION STATE

The city has global emotions:

  • :relieved_face: calm

  • :fearful: fear

  • :enraged_face: anger

  • :heart_eyes: euphoria

  • :pensive_face: social depression

  • :high_voltage: tension

These emotions affect ALL NPC behavior.


2. EMOTION PROPAGATION SYSTEM

Emotions spread like a social virus:

  • crime increases → fear spreads

  • positive event → euphoria spreads

  • scandal → collective anger

  • celebrity arrival → global hype

It’s not logic — it’s atmosphere.


3. NPC EMOTION SYNC

Each NPC has:

  • individual emotion

  • city influence

  • emotional resistance (stable vs unstable)

An NPC can panic just because the city is panicking.


4. SOCIAL AMPLIFICATION NETWORK

  • in-game social networks

  • rumors and viral videos

  • hyper-amplified events

  • reputation spikes in minutes

A small event can become a global crisis.


5. EMOTION VS LAW INTERACTION

This is where it gets interesting:

  • police respond to crime

  • the city responds to the feeling of the crime

Example:

  • minor crime + high tension → urban chaos

  • serious crime + calm city → controlled response


HOW BOTH SYSTEMS CONNECT

REAL LOOP:

  1. crime happens

  2. police investigate

  3. NPCs feel fear

  4. collective emotion rises

  5. city becomes tense

  6. police escalates response

  7. new events emerge

One system feeds the other.


With IPS + ECA combined, the city becomes:

A world where law chases you…
and society feels you before the police even arrive.

Mega-System Modular: GTA + Second Life + Global Emotional AI

A unified simulation framework where action, life simulation, and collective emotion all operate as one living ecosystem.


CORE IDEA

A world where:

  • GTA-style freedom = you can do anything
  • Second Life simulation = you live a full human life
  • Global Emotional AI = the entire city feels what happens

The result is not a game with systems.
It’s a world that reacts, remembers, and emotionally evolves.


1. WORLD SIMULATION CORE

The world runs on layered reality systems:

Physical Layer

  • movement, physics, vehicles, buildings
  • interactive environments
  • destruction and persistence

Life Layer (Second Life system)

  • jobs, routines, relationships
  • family structures
  • education, careers, aging
  • long-term life progression

Freedom Layer (GTA sandbox)

  • open crime system
  • illegal economy
  • police pursuit mechanics
  • high-risk gameplay freedom

2. GLOBAL EMOTIONAL AI (GEA)

The city has a shared consciousness.

City-wide emotions:

  • calm
  • fear
  • anger
  • excitement
  • sadness
  • tension

These states affect:

  • NPC behavior
  • economy
  • law enforcement
  • social interactions
  • random events

The city is not neutral — it has mood swings.


3. NPC LIVING SYSTEM (Second Life depth)

Every NPC is a full simulated life unit:

Identity

  • personality traits
  • values and morality
  • ambitions and fears

Memory

  • remembers everything important
  • builds opinions about everyone
  • holds grudges or loyalty

Life simulation

  • jobs and income
  • relationships and family
  • routines and habits
  • life goals and failures

NPCs live even without player interaction.


4. DYNAMIC LAW & CRIME SYSTEM (GTA layer)

Intelligent enforcement:

  • adaptive police behavior
  • investigation instead of instant reaction
  • profiling based on past actions

Crime detection:

  • witnesses
  • surveillance
  • digital footprint
  • rumors and social reporting

Escalation levels:

  • suspicion → investigation → pursuit → lockdown

Law reacts like a thinking system, not a script.


5. EMOTION PROPAGATION NETWORK

Emotions don’t stay local — they spread.

How emotions move:

  • NPC conversation
  • social media systems
  • rumors and viral events
  • witnessed events

Examples:

  • crime → fear spreads city-wide
  • success → social hype explosion
  • scandal → anger + distrust wave

One event can reshape the entire city mood.


6. CAUSALITY ENGINE (CHAIN REACTION SYSTEM)

Everything triggers something else:

Action → Reaction → Emotion → System Shift

Example:

  1. player commits crime
  2. NPC witnesses react
  3. fear spreads
  4. police escalates
  5. city becomes unstable
  6. economy shifts
  7. new crime opportunities appear

The world rewrites itself continuously.


7. LIVING CITY STRUCTURE

The city is divided into dynamic zones:

  • :cityscape: Wealth & Fame District
  • :house: Residential Life Zones
  • :brick: Work & Industry Areas
  • :new_moon: Crime & Underworld Zones
  • :herb: Safe Community Areas

Each zone changes based on:

  • emotional state
  • crime level
  • economic pressure
  • player influence

8. UI SYSTEM (PLAYER CONTROL OVER CHAOS)

Main HUD

  • emotional radar of the city
  • reputation indicators (hidden until discovered)
  • real-time event feed

Social Network UI

  • NPC relationships graph
  • trust / fear / respect metrics
  • rumor tracking system

City Pulse Interface

  • global emotion meter
  • crime pressure level
  • economic stability
  • trending NPCs & events

Event Stream

  • live narrative updates
  • emergent drama alerts
  • reputation shifts in real time

9. NO-LIMIT SIMULATION RULE

The world never blocks an action — it only simulates consequences.

  • freedom is absolute
  • consequences are unavoidable
  • memory is permanent
  • emotions are global

10. CORE GAME LOOP

  1. player acts
  2. NPCs react
  3. emotions shift
  4. systems adapt
  5. world evolves
  6. new emergent stories appear

This mega-system is:

A living city where you can live a full life, break every rule, and watch the world emotionally evolve around your existence.

Not just GTA.
Not just life sim.
Not just AI simulation.

A living emotional civilization engine.

1. GLOBAL MEMORY LAYER (City Memory)

The city never forgets anything.

Types of memory:

Individual Memory

  • each NPC remembers everything they experienced with you
  • interactions permanently change behavior

Social Memory

  • NPCs remember events involving each other
  • reputations spread as “social stories”

World Memory

  • major events become part of the city’s history
  • neighborhoods evolve based on collective past

The world does not reset — it accumulates.


2. HISTORICAL EVENT SYSTEM

Everything meaningful becomes a historical event.

Examples:

  • major public crime
  • famous couple in the city
  • economic crisis
  • viral social scandal
  • neighborhood revolution

Effects:

  • NPCs talk about it years later
  • locations gain historical reputation
  • new generations learn about past events

The city creates its own living history.


3. EMOTIONAL CITY EVOLUTION

The city evolves emotionally over time:

  • calm periods
  • crime eras
  • social hype phases
  • tension and collapse cycles

This affects:

  • NPC behavior
  • economy
  • security
  • social culture

4. NPC GENERATION EVOLUTION

NPCs are not static.

Generations:

  • new NPCs are born influenced by city history
  • children inherit social traits and family reputation
  • families form “social dynasties”

The world self-propagates.


5. DYNAMIC RELATIONSHIP NETWORK

Relationships are never fixed:

  • friendships evolve or decay
  • rivalries grow over time
  • social groups constantly reorganize
  • NPCs form invisible alliances

The social map is never stable.


6. WORLD STATE EVOLUTION

The city shifts through “eras”:

:green_circle: Stable Era

  • normal life
  • strong economy
  • low tension

:yellow_circle: Social Era

  • focus on relationships and fame
  • social events dominate

:red_circle: Tension Era

  • crime + drama + instability

:black_circle: Collapse Era

  • social chaos
  • full city restructuring

7. EMERGENT STORY ENGINE

Nothing is scripted.

The system generates stories automatically:

  • unlikely romances
  • reputation falls
  • social ascension
  • local tragedies
  • urban legends

The game writes its own “series”.


8. PLAYER IMPACT SYSTEM

The player is not the center — but a catalyst.

  • small actions become social events
  • major actions become city history
  • NPCs build narratives about you
  • your reputation affects future generations

9. SOCIAL AI CONSCIOUSNESS

The city behaves like a collective mind:

  • NPCs influence global emotions
  • rumors become “social truths”
  • events are emotionally amplified
  • the world reacts like a living organism

10. CORE LOOP

  1. an event happens
  2. NPCs react
  3. emotions spread
  4. reputations shift
  5. global memory updates
  6. world evolves
  7. new stories emerge

The AI Social Universe System is:

A world where every action becomes memory, every memory becomes history, and every history reshapes the future of the city.

AI-Driven Dynamic Story Gameplay

One of the most exciting ways for inZOI to evolve would be through an AI-Driven Dynamic Story Gameplay System, where every playthrough creates unique, cinematic, and emotionally engaging stories without relying on scripted quests.

Instead of requiring players to invent every storyline themselves, the AI would continuously analyze the simulation—including relationships, personalities, emotions, memories, careers, reputations, and life events—to identify opportunities for compelling stories to emerge naturally.

Everything would happen seamlessly during Live Mode, allowing stories to become part of everyday life rather than a separate game mode.


AI Story Director

At the heart of the system would be an AI Story Director that constantly observes the world without forcing events.

It could analyze:

  • Relationships

  • Attraction

  • Romance

  • Personality

  • Emotional states

  • Memories

  • Trust

  • Stress

  • Jealousy

  • Reputation

  • Social status

  • Family history

  • Careers

  • Financial situation

  • Personal goals

  • Secrets

  • Friend groups

Instead of scripting stories, it would recognize natural opportunities where meaningful situations could develop.


Dynamic Story Arcs

Every save could generate completely different storylines based on what is happening in the simulation.

Possible story arcs include:

  • Romantic drama

  • Love triangles

  • Family conflicts

  • Friendship betrayals

  • Business rivalries

  • Political scandals

  • Crime investigations

  • Celebrity life

  • School drama

  • Neighborhood disputes

  • Personal redemption

  • Mystery events

  • Financial crises

  • Inheritance disputes

No two worlds would evolve the same way.


AI-Powered Dialogue

Instead of selecting fixed dialogue options, players could choose the tone they want to express.

For example:

  • Friendly

  • Romantic

  • Flirty

  • Confident

  • Nervous

  • Suspicious

  • Sarcastic

  • Awkward

  • Angry

  • Playful

  • Honest

  • Defensive

The AI would then generate natural conversations while respecting each Zoi’s personality, emotions, memories, and relationship history.

The exact same interaction could unfold differently depending on:

  • Personality

  • Relationship level

  • Current emotions

  • Attraction

  • Trust

  • Stress

  • Jealousy

  • Reputation

  • Shared memories

  • Recent events

This would make every conversation feel unique instead of repetitive.


Branching Decisions

Important conversations and actions could permanently alter the direction of a story.

Players might choose to:

  • Become friends or enemies

  • Reveal or hide a secret

  • Stay loyal or betray someone

  • Accept or reject a romance

  • Forgive or seek revenge

  • Tell the truth or lie

  • Support or manipulate another Zoi

  • Protect a family member

  • Expose corruption

  • End or save a relationship

Every decision could create entirely different consequences.


Dynamic Objectives

When an interesting story naturally begins, optional objectives could appear, such as:

  • Discover the truth.

  • Gain someone’s trust.

  • Hide a secret.

  • Save a marriage.

  • Protect your family.

  • Build a successful company.

  • Investigate suspicious behavior.

  • Win an election.

  • Become famous.

  • Escape financial ruin.

These objectives would never be mandatory, allowing players to continue playing freely while the simulation evolves organically.


Living NPC Stories

The world should never revolve around the player’s household.

Every Zoi would be capable of developing their own life story independently.

NPCs could:

  • Fall in love

  • Get married

  • Divorce

  • Change careers

  • Become wealthy

  • Lose everything

  • Start businesses

  • Move to another city

  • Make mistakes

  • Recover from failures

  • Form rivalries

  • Build lifelong friendships

  • Pursue personal dreams

Players would constantly witness stories unfolding around them, even without direct involvement.


Dynamic Consequences

Every action could reshape the future.

For example:

  • Keeping a secret might protect one friendship while destroying a marriage.

  • Rejecting someone’s feelings could lead them to move away or seek revenge.

  • Losing a job might trigger financial hardship.

  • A betrayal could divide multiple families.

  • Becoming famous could attract new friendships, rivals, and scandals.

  • A public lie could permanently damage someone’s reputation.

Rather than scripted outcomes, consequences would emerge naturally from the simulation.


Cinematic Life Moments

Major events could automatically use more cinematic camera work without interrupting gameplay.

Examples include:

  • Marriage proposals

  • Weddings

  • Breakups

  • Births

  • Graduations

  • Career promotions

  • Funerals

  • Family reunions

  • Unexpected encounters

  • Major discoveries

These moments would make important milestones feel memorable while remaining fully integrated into normal gameplay.


Endless Emergent Stories

The AI would never generate the exact same story twice.

Each save file would develop different relationships, conflicts, opportunities, and emotional journeys based on the personalities, choices, and lives of every Zoi.

Rather than following scripted content, players would experience stories that emerge naturally from a living world—creating a life simulator where every playthrough feels truly unique, unpredictable, and deeply personal.

They expand on this concept of “NPCs as real people,” inspired by the philosophy of HITMAN, but adapted for a life simulator like inZOI.

Living Society System

Instead of NPCs existing only to react to the player, every Zoi would exist for themselves.

Each Zoi would have personal goals, routines, relationships, opinions, dreams, fears, and daily responsibilities that continue whether the player is watching or not.

The player isn’t the center of the universe—they’re simply another citizen living inside it.


Independent Decision System

Every important decision is made by the Zoi’s own personality.

Examples:

  • Accepting or rejecting a relationship.

  • Quitting a job.

  • Moving to another city.

  • Starting a business.

  • Having children.

  • Going back to university.

  • Spending money.

  • Choosing friends.

The player can influence these decisions but can never completely control them.


Living Buildings

Buildings shouldn’t exist only because the player enters them.

Every building should function even when nobody is visiting.

For example, a hospital constantly receives patients, doctors change shifts, ambulances arrive, surgeries happen, pharmacies receive deliveries, and cleaners maintain the building.

Restaurants open and close.

Schools begin classes every morning.

Factories produce goods.

Hotels receive tourists.

The city never pauses.


Dynamic Workplace System

Every workplace feels alive.

Employees:

  • arrive at different times

  • eat lunch together

  • gossip

  • get promoted

  • argue

  • resign

  • make mistakes

  • celebrate birthdays

  • take vacations

  • become friends

  • compete for promotions

The workplace becomes its own social ecosystem.


Daily Schedule System

Every Zoi follows a realistic schedule instead of repeating the exact same routine forever.

Morning

  • Wake up

  • Breakfast

  • Shower

  • Prepare clothes

  • Leave home

Afternoon

  • Work

  • School

  • Shopping

  • Appointments

  • Social activities

Evening

  • Gym

  • Family dinner

  • Watching TV

  • Going out

  • Relaxing

Night

  • Sleeping

  • Night shifts

  • Clubs

  • Emergencies

  • Police patrols

Schedules naturally change depending on personality and life stage.


Living Conversations

NPC conversations shouldn’t be random.

Topics come from recent events.

Examples

After a robbery

“I heard the bank was robbed yesterday.”

After rain

“I hope tomorrow is sunny.”

After elections

“Did you vote?”

After a wedding

“They looked so happy.”

The city constantly discusses what is happening.


Reputation Network

Instead of every NPC magically knowing everything, information spreads naturally.

Example

A friend tells another friend.

Coworkers gossip.

Neighbors talk.

Social media spreads news.

Television reports important events.

Some Zois hear rumors.

Others never hear about them.


Real Traffic Simulation

Cars are not decorative.

People actually drive somewhere.

Parents drive children to school.

Workers commute.

Delivery trucks transport goods.

Police patrol neighborhoods.

Taxi drivers pick up passengers.

Buses follow real routes.

Traffic jams emerge naturally.


Living Economy

Money constantly moves around the city.

Businesses earn income.

Employees receive salaries.

Companies fail.

Stores raise prices.

Restaurants become popular.

New shops open.

Old businesses close.

The economy evolves without player intervention.


Memory-Based Relationships

NPCs remember experiences rather than relationship points.

Examples

“You helped me when I lost my job.”

“You forgot my birthday.”

“We traveled together.”

“You embarrassed me.”

“I saw you arguing with your partner.”

Shared memories become the foundation of relationships.


City Without the Player

Perhaps the biggest evolution.

If the player stays home for one week…

Life continues.

Couples get married.

Children are born.

Businesses open.

People die.

Neighbors move away.

Students graduate.

Celebrities become famous.

Criminals get arrested.

The world keeps writing its own story.


Multi-Layer AI Society

Each Zoi belongs to multiple social groups simultaneously.

Examples

  • Family

  • Friends

  • Workplace

  • School

  • Neighborhood

  • Sports club

  • Online communities

  • Political movements

  • Hobby groups

These overlapping communities create a much richer social simulation.


Dynamic City Events

The city generates spontaneous events without scripting.

Examples

  • Street performances

  • Food festivals

  • Political protests

  • Charity events

  • Car accidents

  • Fire emergencies

  • Power outages

  • Flash mobs

  • Celebrity appearances

  • Farmers markets

Every day feels different.


Building Reputation

Buildings develop their own reputations over time.

Examples

“This café has the best coffee.”

“That restaurant has terrible service.”

“This school produces excellent students.”

“That apartment is haunted.”

“The nightclub is popular with celebrities.”

NPCs choose where to go based on these reputations.


Urban Evolution System

Cities physically evolve.

  • New buildings are constructed.

  • Old houses are demolished.

  • Roads expand.

  • Parks are renovated.

  • Businesses relocate.

  • Construction sites appear.

  • Neighborhoods become richer or poorer.

Years later, the city genuinely looks different.


The World Doesn’t Wait

The greatest feeling of realism comes from one simple rule:

The simulation never waits for the player.

Every Zoi has their own story.

Every family has their own problems.

Every business has its own goals.

Every neighborhood changes over time.

The player is not controlling a world—they are living inside one.

4 Likes

I like this idea very detailed (which at first was even too lazy to read):grin:

I liked this idea the most:

I believe that developers should take this idea (its essence) as a priority and build the whole game around it. But there is one main problem here: since these things are all directly or indirectly interconnected, you will have to open up every mechanic and redo it almost completely. It’s possible, but it will take neither a year nor two. However, the developers themselves told us that they are starting to deal with this issue, so I think they should read this post. However, there is another problem — AI. For such purposes, a full-fledged, separate, trained AI is needed, which will be built directly into the very core of the game. And this will be very expensive and time consuming, as well as affect the load on hardware: CPU, GPU, etc.