Kythera AI
Advanced NPC Behavior AI
An AI Planning system lets NPCs weigh up their situation and decide how to act, instead of running a fixed script. Characters adapt when players do something unexpected, and your designers no longer have to script every contingency by hand.
Characters that make their own decisions
Scripted NPCs stop being convincing the moment a player does something the script didn't anticipate – and players always do. behavior is where immersion tends to break: NPCs that can't adapt give the game away and stop feeling like a real presence in the world. Kythera ships with an AI Planning system that lets NPCs weigh up their situation and surroundings and decide how to act, so they behave like a thinking opponent or companion rather than a fixed pattern of moves.
What Kythera’s AI Planning can do
AI Planning, not fixed scripts
Each character looks at its current situation and decides how to act, rather than running a fixed sequence set in advance. When conditions change partway through an encounter, the character can form a new plan to match. The behavior is worked out on the spot, so the moment doesn't feel scripted to the player.
Adaptive, context-aware decision-making
Each character is reasoning about the world, so it reacts to events and changing conditions as they arise during play. Because plans are worked out from the current situation, the same encounter can play out differently when players approach it differently.
More expressive than GOAP
Kythera's planning system is more expressive than the Goal-Oriented Action Planning (GOAP) usually used in games, so it can capture more complex decision-making. Characters can take context into account, order their actions towards an objective, and react to events in ways that resemble how a real opponent or ally would behave under pressure.
Less setup, less authoring burden
Capable behavior normally takes a lot of scripting to set up. With Kythera you don't have to script every contingency by hand; characters work out sensible responses themselves, which cuts authoring time and the load on your designers.
What this means for your game
Encounters stay challenging and surprising because the characters in them actually adapt, and they take less authoring to build and maintain than fully scripted ones.

