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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.

EndpointPOST /api/gaming/ai
Authapi-key
Rate limit30/min
Categorygaming

Parameters

NameTypeRequiredDescription
agentsarrayYes[{ id, position, goal, behaviorTree }]
navMeshobjectNoNavigation mesh for pathfinding.
planningModestringNo'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.