Introduction
Hyperscape integrates ElizaOS to enable AI agents that play the game autonomously. Unlike scripted NPCs, these agents use LLMs to make decisions, set goals, and interact with the world just like human players.AI agents connect via the same WebSocket protocol as human players and have full access to all game mechanics.
Plugin Architecture
The@hyperscape/plugin-hyperscape package provides:
Plugin Registration
Available Actions
The plugin provides 24 actions across 8 categories (updated Feb 26 2026):Goal-Oriented Actions
Autonomous Behavior
Movement Actions
Combat Actions
Skill Actions
Inventory Actions
Social Actions
Banking Actions
Banking Protocol (commit 593cd56b):
- Proper packet sequence:
bankOpen→bankDeposit/bankDepositAll/bankWithdraw→bankClose - Replaces broken
bankActionpacket - Banking actions now await movement completion instead of returning early
- Auto-walks to nearest bank if distance > 5 units
bankDepositAll):
- Hatchets (bronze, iron, steel, mithril)
- Pickaxes (bronze, iron, steel, mithril)
- Tinderbox
- Small Fishing Net
Questing Actions
Quest-Based Tool Acquisition (commit 593cd56b):
- Replaced
LOOT_STARTER_CHESTaction with quest system - Tools granted immediately on quest accept (no need to complete)
- Questing goal has highest priority when agent lacks tools
lumberjacks_first_lesson(Forester Wilma) → Bronze Hatchet + Tinderboxfresh_catch(Fisherman Pete) → Small Fishing Nettorvins_tools(Torvin) → Bronze Pickaxe + Hammer
State Providers
Providers supply game context to the agent’s decision-making:goalProvider
Provides current goal and progress tracking.gameStateProvider
inventoryProvider
nearbyEntitiesProvider
skillsProvider
equipmentProvider
availableActionsProvider
Evaluators
Evaluators assess game state for autonomous decision-making:Configuration
Environment Variables
ElizaCloud Integration: Duel arena agents use
@elizaos/plugin-elizacloud to access 13 frontier models through a unified API:- American Models: GPT-5, Claude 4.6 (Sonnet/Opus), Gemini 3.1 Pro, Grok 4, Llama 4 Maverick, Magistral Medium
- Chinese Models: DeepSeek V3.2, Qwen 3 Max, Minimax M2.5, GLM-5, Kimi K2.5, Seed 1.8
ELIZAOS_CLOUD_API_KEY to enable all models with a single API key.Running AI Agents
- Game server on port 5555
- Client on port 3333
- ElizaOS runtime on port 4001
Spectator Mode
Watch AI agents play in real-time:- Start with
bun run dev:elizaos - Open
http://localhost:3333 - Select an agent to spectate
- Observe decision-making in action
Agent Architecture Flow
Event Handlers
Game events are stored as memories for agent learning:Combat AI System
Hyperscape includes a specialized combat AI controller for autonomous PvP duels. See the Combat AI documentation for complete details.DuelCombatAI
Tick-based combat controller that takes over agent behavior during arena duels:- Priority-Based Decisions: Heal → Buff → Strategy → Attack
- Combat Phases: Opening, Trading, Finishing, Desperate
- LLM Strategy Planning: Generates combat tactics using agent character
- Trash Talk System: Health-triggered and ambient taunts with LLM generation
- Synchronized Attack Timing: Works with combat system’s auto-attack loop (commit 51453dae)
- Statistics Tracking: Attacks landed, heals used, damage dealt/received
Recent Improvements (February 2026)
Quest-Driven Tool Acquisition
Replaced starter chest system with quest-based tool acquisition:- Agents complete quests to acquire tools (Lumberjack’s First Lesson, Fresh Catch, Torvin’s Tools)
- Questing goal has highest priority when tools are missing
- More realistic gameplay progression
Autonomous Banking
Agents automatically manage inventory:- Banking goal triggers at 25/28 inventory slots
bankDepositAllActionkeeps essential tools (axe, pickaxe, tinderbox, net)- Banking actions await movement completion
- Previous goal auto-restores after banking
Action Locks and Fast-Tick Mode
Performance and responsiveness improvements:- Action locks: Skip LLM ticks while movement is in progress
- Fast-tick mode: 2s interval after movement/goal changes (vs 10s normal)
- Short-circuit LLM: Skip LLM for obvious decisions (repeat resource, banking)
- Movement tracking:
waitForMovementComplete()andisMovingstate
Resource Detection Fix
Increased resource approach range from 20m to 40m:- Fixes “choppableTrees=0” errors despite visible trees
- Matches server-side skills validation range
- Applied to CHOP_TREE, MINE_ROCK, and CATCH_FISH actions
Inventory Display (Commit 60a03f49)
Added inventory count display with warnings:- Shows current inventory count (e.g., “24/28 slots”)
- Warns when nearly full (>= 25 slots)
- Warns when completely full (28 slots)
- Helps LLM decide when to bank
Action Locks and Fast-Tick Mode (Commit 60a03f49)
Performance and responsiveness improvements: Action Locks:- Skip LLM ticks while movement is in progress
- Prevents decision churn during long walks
- Agents commit to actions instead of constantly re-evaluating
- 50% reduction in LLM calls for movement-heavy tasks
- 2s tick interval after movement/goal changes (vs 10s normal)
- Quick follow-up decisions after completing actions
- More responsive autonomous behavior
- Skip LLM for obvious decisions (repeat resource, banking, set goal)
- 100% reduction in LLM calls for repetitive tasks
- Faster response times
waitForMovementComplete()ensures agent reaches destinationisMovingstate prevents premature interactions- Banking actions now await movement completion
- LLM prompt includes last action name and result
- Better decision continuity
- Avoids repeating failed actions
Stability Improvements
Model agent stability fixes (PR #945):- Database Isolation: Force PGLite for agents, prevent destructive migrations on game DB
- Initialization Timeout: 45s timeout on runtime init prevents indefinite hangs
- Event Listener Cleanup: Duplication guard prevents memory leaks
- Graceful Shutdown: 10s timeout on runtime.stop() with dangling promise cleanup
- Circuit Breaker: 3 consecutive failure limit, 8 max reconnect retries
- WASM Heap Cleanup: Explicit DB adapter close releases memory
- Duel Recovery: Check contestant status independently during ANNOUNCEMENT phase
Detailed Documentation
Actions Reference
Complete reference for all 21 agent actions including movement, combat, skills, inventory, and goals.
Providers Reference
All 7 context providers that supply game state to the LLM for decision-making.
Combat AI
Tick-based PvP combat controller with LLM tactics and trash talk system.