Forage Rest Flee Wander
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Utility AI Decision Engine — NPC Behavior Simulator

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 simulator renders a crowd of NPCs on a 3D 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 and decision noise and watch the population's behavior mix shift in real time, with live readouts for average need levels, meals eaten and the current action distribution.