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
Intent
Section titled “Intent”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).
Must use from substrate
Section titled “Must use from substrate”- GFP TFAAI, fuzzy-in-LD, Squad (= patrol cell / fireteam NPC) LD + Agent LD
- Server-owned decisions Online
Product-only (do not share with A/B)
Section titled “Product-only (do not share with A/B)”- 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)
Consumers
Section titled “Consumers”- Campaign Parts / sub-missions
- Open-world ambient presence
- Ally / corp / military NPC presence (faction list FS-CMP-004)
Forbidden
Section titled “Forbidden”- Reusing MP Bot LD assets for story escorts
- Treating UT2004 difficulty labels as campaign AI skill
Next when Track C opens
Section titled “Next when Track C opens”- Patrol cell lifecycle (spawn → route → alert → combat handoff → reset)
- Soft investigate thresholds (fuzzy) before combat
- Mission director ↔ Squad LD interface
- Acceptance: ambient patrols do not play like Ladder bots