Utility AI Decision Engine 2D — NPC Behavior Simulator
Interactive 2D utility AI simulator: a top-down crowd of NPCs score Forage, Rest, Flee and Wander every tick using curve-based need functions and pick the highest-scoring action, with a live stacked action-mix chart and per-agent utility readout.
Game NPCs rarely run a fixed script — most modern games score every candidate action every tick using curve-shaped need functions and simply execute whichever action wins, a decision architecture called Utility AI. This top-down 2D simulator renders a crowd of NPCs on a pannable, zoomable map, each independently scoring Forage, Rest, Flee and Wander against its own rising hunger and fatigue, a nearby patrolling threat, and live proximity to food nodes and a rest zone. Tune the need response curve, threat sensitivity, decision noise and population size and watch the population's behavior mix shift in real time, both on the map and in a scrolling stacked chart of the action mix history.
Interactive 2D utility AI simulator: a top-down, pannable crowd of NPCs score Forage, Rest, Flee and Wander every tick using curve-based need functions and pick the highest-scoring action, with a live stacked action-mix chart, the same decision architecture used for NPC brains in games like The Sims and XCOM.
2D · HTML5 Canvas 2D · 60 FPS target · runs fully client-side, no install