ZeqGameAI
NPC behavior trees and pathfinding with HulyaPulse decision cadence. A* on Zeqond grid, GOAP planning, flocking/steering with R(t) randomness injection for organic feel.
| Endpoint | POST /api/gaming/ai |
| Auth | api-key |
| Rate limit | 30/min |
| Category | gaming |
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
agents | array | Yes | [{ id, position, goal, behaviorTree }] |
navMesh | object | No | Navigation mesh for pathfinding. |
planningMode | string | No | 'bt' (behavior tree), 'goap', 'utility'. |
Returns
{ decisions: [{ agentId, action, path, confidence }], zeqond }
Example
curl -sS -X POST \
-H "Authorization: Bearer zsm_..." \
-H "Content-Type: application/json" \
-d '{
"agents": [],
"navMesh": {},
"planningMode": "bt"
}' \
"https://zeqsdk.com/api/gaming/ai"
This protocol is a named building block — one of the operations you
compose inside a state contract. Call it directly with
the request above, or invoke it from a contract that fires on your machine's
clock. Browse the whole library at GET /api/protocols; fetch this one at
GET /api/protocols/zeq-game-ai.