I have been "playing" Graveyard Keeper 2 with AI (Claude Max) and I had a blast, it's really a new way to enjoy the game. My approach is a 3-tiered architecture:
- There is a mod (bot) in the game that handles the fast decisions on sub 1-second timescale; it is also hot-reloadable and gives informational overlay.
- There is a decision/policy server that makes macro decisions, such as what to build and what goals to pursue. It knows all the game rules and connects to the mod.
- Finally, AI agent (Claude) connects via MCP to the server. Through it, the micro and macro agents are developed. Both micro and macro policy agents can record what's happening, and the decisions, I usually only use AI to give policy feedback on what could be improved, and for writing the code.
Eventually, the plan is to make the goal planning macro server generic (I call it "game resource planning system", ERP for games) for many games (right now, my top list is Stardew Valley, Factorio and modded Minecraft), with rules (and agents mods/micro policy scripts) available as plugins.
I think it's a great setup because it saves lot of tokens spend on mundane things. (One thing that would make it nicer would be voice support for Claude Code, so I could watch the game and chat with CC what could be done better, without having to read/write.)
- There is a mod (bot) in the game that handles the fast decisions on sub 1-second timescale; it is also hot-reloadable and gives informational overlay.
- There is a decision/policy server that makes macro decisions, such as what to build and what goals to pursue. It knows all the game rules and connects to the mod.
- Finally, AI agent (Claude) connects via MCP to the server. Through it, the micro and macro agents are developed. Both micro and macro policy agents can record what's happening, and the decisions, I usually only use AI to give policy feedback on what could be improved, and for writing the code.
Eventually, the plan is to make the goal planning macro server generic (I call it "game resource planning system", ERP for games) for many games (right now, my top list is Stardew Valley, Factorio and modded Minecraft), with rules (and agents mods/micro policy scripts) available as plugins.
I think it's a great setup because it saves lot of tokens spend on mundane things. (One thing that would make it nicer would be voice support for Claude Code, so I could watch the game and chat with CC what could be done better, without having to read/write.)