Overview
Hyperscape agents use ElizaOS to make autonomous decisions using LLMs. Recent improvements (commit 60a03f49, Feb 26 2026) added action locks, fast-tick mode, and short-circuit decision-making for more natural MMORPG behavior.Decision-Making Architecture
LLM Tick Cycle
Agents evaluate their situation and choose actions on a regular tick cycle: Normal Tick: 10 seconds (default) Fast Tick: 2 seconds (after movement or goal changes)Action Locks
Problem: Agents would spam LLM calls while movement was in progress, wasting tokens and causing decision churn. Solution: Action locks prevent LLM ticks while movement is in progress:- No wasted LLM calls during movement
- Agents commit to actions instead of constantly re-evaluating
- More natural behavior (walk to tree, chop, don’t reconsider mid-walk)
Fast-Tick Mode
After completing an action or changing goals, agents enter fast-tick mode for quick follow-up:- After reaching a tree → quickly decide to chop
- After banking → quickly resume previous goal
- After completing quest → quickly set new goal
Short-Circuit LLM
For obvious decisions, agents skip the LLM and execute immediately:- Repeat resource: Same resource type nearby, inventory not full
- Banking: Inventory ≥ 25/28 slots
- Set goal: Goal changed externally (e.g., via dashboard)
- Faster response times
- Reduced LLM costs
- More predictable behavior for repetitive tasks
Goal System
Goal Types
Agents can have different goal types with varying priorities:| Goal Type | Priority | Description |
|---|---|---|
questing | Highest | Accept quests to get tools |
banking | High | Deposit items when inventory full |
combat | Medium | Fight specific mobs |
skilling | Medium | Train specific skills |
exploration | Low | Explore new areas |
Banking Goal
Trigger: Inventory ≥ 25/28 slots Behavior:- Set banking goal with high priority
- Walk to nearest bank
- Execute
BANK_DEPOSIT_ALLaction - Restore previous goal after banking
Questing Goal
Trigger: Agent lacks essential tools (axe, pickaxe, tinderbox, net) Behavior:- Set questing goal with highest priority
- Walk to quest NPC
- Accept quest to receive tools
- Resume previous goal
lumberjacks_first_lesson→ Bronze Hatchet + Tinderbox (Forester Wilma)fresh_catch→ Small Fishing Net (Fisherman Pete)torvins_tools→ Bronze Pickaxe + Hammer (Torvin)
Movement Behavior
Await Movement Completion
Banking actions now await movement completion instead of returning early:- Agents actually reach their destination before interacting
- No “bank too far” errors from premature interaction attempts
- More reliable autonomous behavior
Movement Tracking
The HyperscapeService tracks movement state:Resource Detection
Approach Range
Resource detection range was increased from 20m to 40m to fix “choppableTrees=0” errors:CHOP_TREEMINE_ROCKCATCH_FISH
- Matches server-side skills validation range
- Prevents “no resources nearby” errors when resources are visible
- Agents can see and approach resources from further away
Depleted Resource Filtering
Agents now filter out depleted resources from nearby entity checks:- Agents don’t try to chop depleted trees
- More efficient resource gathering
- Reduces failed action attempts
LLM Context
Last Action Tracking
The LLM prompt now includes the last action and result for continuity:- LLM understands what just happened
- Better decision continuity
- Avoids repeating failed actions
Inventory Display
The LLM prompt now shows inventory count with warnings:- Agents know when to bank
- Visual warnings for full inventory
- Prevents inventory overflow
Autonomous Banking
Banking Trigger
Agents automatically bank when inventory reaches 25/28 slots:Banking Workflow
- Detect full inventory (≥25/28 slots)
- Set banking goal with high priority
- Find nearest bank from nearby entities or world map
- Walk to bank (await movement completion)
- Open bank session (
bankOpenpacket) - Deposit all items (
bankDepositAllpacket) - Withdraw essential tools (axe, pickaxe, tinderbox, net)
- Close bank session (
bankClosepacket) - Restore previous goal (e.g., woodcutting)
- Trigger fast tick for quick follow-up
Essential Tools
These items are never deposited (always withdrawn back):- Hatchets: Bronze, Iron, Steel, Mithril
- Pickaxes: Bronze, Iron, Steel, Mithril
- Tinderbox: For firemaking
- Small Fishing Net: For fishing
- Agents need tools to continue gathering
- Prevents “no axe” errors after banking
- Matches natural MMORPG player behavior
Quest-Driven Progression
Starter Chest Removal
The oldLOOT_STARTER_CHEST action was removed (commit 593cd56b). Agents now get tools through quests:
Tool Acquisition Quests
Agents are guided toward quests for tools via game knowledge:Performance Optimizations
Action Lock Benefits
Before (without action locks):- Agent starts walking to tree (10s journey)
- LLM ticks every 10s during walk
- 1 walk = 1 LLM call (wasted)
- Total: 2 LLM calls (1 wasted)
- Agent starts walking to tree (10s journey)
- Action lock prevents LLM ticks during walk
- Agent reaches tree
- Fast tick triggers (2s)
- Total: 1 LLM call (0 wasted)
Short-Circuit Benefits
Before (without short-circuit):- Agent chops tree
- Inventory not full, same tree type nearby
- LLM call to decide next action
- LLM says “chop another tree”
- Total: 1 LLM call per tree
- Agent chops tree
- Inventory not full, same tree type nearby
- Short-circuit: repeat last action
- Total: 0 LLM calls (instant decision)
Configuration
Enable/Disable Features
Tick Intervals
Debugging
Action Lock Status
Check if agent is locked:Last Action Tracking
View last action in agent logs:Goal History
View goal changes:Related Documentation
- Agent Actions Reference - All available actions
- Agent Providers - Context providers
- ElizaOS Integration - ElizaOS setup
Commit History
Autonomous behavior improvements:- 60a03f49 (Feb 26, 2026): Action locks, fast-tick, short-circuit LLM, await banking movement
- 593cd56b (Feb 26, 2026): Quest-driven tools, autonomous banking, resource detection fixes