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:
packages/plugin-hyperscape/src/
├── actions/ # 21 game actions (movement, combat, skills, etc.)
├── providers/ # 7 state providers (game state, inventory, etc.)
├── evaluators/ # Decision-making evaluators
├── services/ # HyperscapeService (WebSocket client)
├── events/ # Event handlers for memory storage
├── routes/ # HTTP API for agent management
├── managers/ # State and behavior management
├── templates/ # LLM prompt templates
├── content-packs/ # Character templates
├── config/ # Configuration
├── types/ # TypeScript types
└── index.ts # Plugin entry point
Plugin Registration
// From packages/plugin-hyperscape/src/index.ts
export const hyperscapePlugin : Plugin = {
name : " @hyperscape/plugin-hyperscape " ,
description : " Connect ElizaOS AI agents to Hyperscape 3D multiplayer RPG worlds " ,
services : [ HyperscapeService ] ,
providers : [
goalProvider , // Current goal and progress
gameStateProvider , // Health, stamina, position, combat
inventoryProvider , // Items, coins, free slots
nearbyEntitiesProvider , // Players, NPCs, resources
skillsProvider , // Skill levels and XP
equipmentProvider , // Equipped items
availableActionsProvider , // Context-aware actions
] ,
evaluators : [
goalEvaluator , // Goal progress assessment
survivalEvaluator , // Health and threat assessment
explorationEvaluator , // Exploration opportunities
socialEvaluator , // Social interactions
combatEvaluator , // Combat opportunities
] ,
actions : [
// 21 actions listed below
] ,
} ;
Available Actions
The plugin provides 24 actions across 8 categories (updated Feb 26 2026):
Goal-Oriented Actions
Action Description setGoalActionSet a new goal when none exists navigateToActionNavigate to goal location
Autonomous Behavior
Action Description autonomousAttackActionAttack nearby mobs exploreActionMove to explore new areas fleeActionRun away from danger idleActionStand still and observe approachEntityActionMove towards a specific entity
Movement Actions
Action File Description moveToActionactions/movement.tsNavigate to coordinates followEntityActionactions/movement.tsFollow an entity stopMovementActionactions/movement.tsStop moving
Combat Actions
Action File Description attackEntityActionactions/combat.tsAttack a target changeCombatStyleActionactions/combat.tsChange attack style
Skill Actions
Action File Description chopTreeActionactions/skills.tsChop a tree (Woodcutting) mineRockActionactions/skills.tsMine a rock (Mining) catchFishActionactions/skills.tsCatch fish (Fishing) lightFireActionactions/skills.tsLight a fire (Firemaking) cookFoodActionactions/skills.tsCook food (Cooking)
Inventory Actions
Action File Description equipItemActionactions/inventory.tsEquip an item useItemActionactions/inventory.tsUse/consume an item dropItemActionactions/inventory.tsDrop an item
Social Actions
Action File Description chatMessageActionactions/social.tsSend a chat message
Banking Actions
Action File Description bankDepositActionactions/banking.tsDeposit items to bank (walks to bank automatically) bankWithdrawActionactions/banking.tsWithdraw items from bank (walks to bank automatically) bankDepositAllActionactions/banking.tsNEW : Bulk deposit (keeps essential tools)
Banking Protocol (commit 593cd56b):
Proper packet sequence: bankOpen → bankDeposit/bankDepositAll/bankWithdraw → bankClose
Replaces broken bankAction packet
Banking actions now await movement completion instead of returning early
Auto-walks to nearest bank if distance > 5 units
Essential Tools (never deposited by bankDepositAll):
Hatchets (bronze, iron, steel, mithril)
Pickaxes (bronze, iron, steel, mithril)
Tinderbox
Small Fishing Net
Questing Actions
Action File Description acceptQuestActionactions/quests.tsAccept quest from NPC (items granted immediately) completeQuestActionactions/quests.tsComplete quest for XP rewards
Quest-Based Tool Acquisition (commit 593cd56b):
Replaced LOOT_STARTER_CHEST action with quest system
Tools granted immediately on quest accept (no need to complete)
Questing goal has highest priority when agent lacks tools
Tool-Granting Quests :
lumberjacks_first_lesson (Forester Wilma) → Bronze Hatchet + Tinderbox
fresh_catch (Fisherman Pete) → Small Fishing Net
torvins_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
// Player health, stamina, position, combat status
{
health : { current : 45 , max : 99 } ,
stamina : { current : 80 , max : 100 } ,
position : { x : 123.5 , y : 0 , z : 456.7 } ,
inCombat : false ,
combatTarget : null ,
}
inventoryProvider
// Inventory items, coins, free slots
{
items : [
{ id : " bronze_sword " , quantity : 1 , slot : 0 } ,
{ id : " coins " , quantity : 500 , slot : 1 } ,
] ,
freeSlots : 26 ,
totalCoins : 500 ,
}
nearbyEntitiesProvider
// Players, NPCs, resources in range
{
players : [ ... ] ,
mobs : [
{ id : " goblin_1 " , name : " Goblin " , distance : 5.2 , health : 10 } ,
] ,
resources : [
{ id : " tree_1 " , type : " tree " , distance : 3.1 } ,
] ,
items : [ ... ] ,
}
skillsProvider
// Skill levels and XP
{
attack : { level : 10 , xp : 1154 } ,
strength : { level : 8 , xp : 737 } ,
defense : { level : 5 , xp : 388 } ,
constitution : { level : 12 , xp : 1623 } ,
ranged : { level : 1 , xp : 0 } ,
woodcutting : { level : 15 , xp : 2411 } ,
fishing : { level : 10 , xp : 1154 } ,
firemaking : { level : 5 , xp : 388 } ,
cooking : { level : 8 , xp : 737 } ,
}
equipmentProvider
// Currently equipped items
{
weapon : { id : " bronze_sword " , name : " Bronze Sword " } ,
shield : null ,
helmet : null ,
body : null ,
legs : null ,
arrows : null ,
}
availableActionsProvider
// Context-aware actions the agent can perform now
{
canAttack : [ " goblin_1 " , " goblin_2 " ] ,
canChopTree : [ " tree_5 " ] ,
canCatchFish : [] ,
canCook : false ,
canBank : false ,
}
Evaluators
Evaluators assess game state for autonomous decision-making:
Evaluator Purpose goalEvaluatorCheck goal progress, provide recommendations survivalEvaluatorAssess health, threats, survival needs explorationEvaluatorIdentify exploration opportunities socialEvaluatorIdentify social interaction opportunities combatEvaluatorAssess combat opportunities and threats
Configuration
// From packages/plugin-hyperscape/src/index.ts
const configSchema = z . object ({
HYPERSCAPE_SERVER_URL : z
. string ()
. url ()
. optional ()
. default ( " ws://localhost:5555/ws " ) ,
HYPERSCAPE_AUTO_RECONNECT : z
. string ()
. optional ()
. default ( " true " )
. transform (( val ) => val !== " false " ) ,
HYPERSCAPE_AUTH_TOKEN : z
. string ()
. optional () ,
HYPERSCAPE_PRIVY_USER_ID : z
. string ()
. optional () ,
}) ;
Environment Variables
# LLM Provider (at least one required)
# ElizaCloud (recommended for duel arena agents - provides 13 frontier models)
ELIZAOS_CLOUD_API_KEY = your-elizacloud-key
# Individual providers (optional, for non-duel agents)
OPENAI_API_KEY = your-openai-key
ANTHROPIC_API_KEY = your-anthropic-key
OPENROUTER_API_KEY = your-openrouter-key
# Hyperscape Connection
HYPERSCAPE_SERVER_URL = ws://localhost:5555/ws
HYPERSCAPE_AUTO_RECONNECT = true
HYPERSCAPE_AUTH_TOKEN = optional-privy-token
HYPERSCAPE_PRIVY_USER_ID = optional-privy-user-id
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
Set ELIZAOS_CLOUD_API_KEY to enable all models with a single API key.
Running AI Agents
# Start game with AI agents
bun run dev:elizaos
This starts:
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:
// From packages/plugin-hyperscape/src/index.ts
events : {
RUN_STARTED : [
async ( payload ) => {
const runtime = payload . runtime ;
const service = runtime . getService < HyperscapeService > ( " hyperscapeService " ) ;
if ( service && ! service . arePluginEventHandlersRegistered ()) {
registerEventHandlers ( runtime , service ) ;
service . markPluginEventHandlersRegistered () ;
}
} ,
] ,
} ,
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:
// From packages/server/src/arena/DuelCombatAI.ts
const combatAI = new DuelCombatAI (
service , // EmbeddedHyperscapeService
opponentId , // Target character ID
{
useLlmTactics : true , // Enable LLM strategy planning
healThresholdPct : 40 // HP% to start healing
} ,
runtime , // AgentRuntime for LLM calls
sendChat // Callback for trash talk
) ;
combatAI . start () ;
await combatAI . externalTick () ; // Called by StreamingDuelScheduler
combatAI . stop () ;
Key Features:
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
Attack Timing Fix (commit 51453dae):
The AI no longer manually tracks attack speed. Instead, it only re-engages when combat drops or the target changes. The combat system’s auto-attack loop drives the actual attack cadence, preventing silent attack drops for slow weapons like 2h swords.
Configuration:
STREAMING_DUEL_COMBAT_AI_ENABLED = true # Enable combat AI
STREAMING_DUEL_LLM_TACTICS_ENABLED = true # Enable LLM strategy
TRASH_TALK_COOLDOWN_MS = 8000 # Cooldown between messages
TRASH_TALK_LLM_TIMEOUT_MS = 3000 # LLM generation timeout
Recent Improvements (February 2026)
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
bankDepositAllAction keeps 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() and isMoving state
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
Fast-Tick Mode:
2s tick interval after movement/goal changes (vs 10s normal)
Quick follow-up decisions after completing actions
More responsive autonomous behavior
Short-Circuit LLM:
Skip LLM for obvious decisions (repeat resource, banking, set goal)
100% reduction in LLM calls for repetitive tasks
Faster response times
Movement Tracking:
waitForMovementComplete() ensures agent reaches destination
isMoving state prevents premature interactions
Banking actions now await movement completion
Last Action Tracking:
LLM prompt includes last action name and result
Better decision continuity
Avoids repeating failed actions
See Autonomous Behavior Guide for complete details.
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.