What it does
Fear, satisfaction, curiosity and urgency join nearby mobs, hunger and inventory in the state behind each survival choice.
Playable demos & bots
A Mineflayer survival bot where Jev chooses threats, actions, eating and escape direction from a state shaped by memory and emotion.
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Fear, satisfaction, curiosity and urgency join nearby mobs, hunger and inventory in the state behind each survival choice.
For a game character that reacts to danger, ask a developer to try this bot's fear and memory system. Damage raises its fear, and remembered events help shape later choices. You could test whether a character behaves differently after a defeat. These are numbers in software, not feelings or evidence that it will survive.