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Track C outline — Campaign / World Patrol AI

Status: Outline stub only · 2026-10-26
Depends on: Track D substrate · FS-CMP-*
Not started: Full design spec · route catalogs · mission beat graphs

Patrol / ambient / scripted AI for Campaign story spaces and open-world sectors. Directors schedule routes and beats. Not UT2004 deathmatch logic and not monster pack swarm graphs (though a patrol cell may hand off to Track B when combat starts — handoff contract in full spec).

  • GFP TFAAI, fuzzy-in-LD, Squad (= patrol cell / fireteam NPC) LD + Agent LD
  • Server-owned decisions Online
  • Patrol / story Squad / Agent LD graph family
  • Intent vocabulary (patrol route, investigate, escalate, hold checkpoint, escort, de-escalate)
  • Mission-authored schedules and TFA.World.* volume hooks
  • Comms / Indra–Dea–Val beat triggers (presentation via existing systems)
  • Campaign Parts / sub-missions
  • Open-world ambient presence
  • Ally / corp / military NPC presence (faction list FS-CMP-004)
  • Reusing MP Bot LD assets for story escorts
  • Treating UT2004 difficulty labels as campaign AI skill
  1. Patrol cell lifecycle (spawn → route → alert → combat handoff → reset)
  2. Soft investigate thresholds (fuzzy) before combat
  3. Mission director ↔ Squad LD interface
  4. Acceptance: ambient patrols do not play like Ladder bots