Monster AI

Ammann action profiles, knowledge state, decision models

Action Profiles (Ammann Framework)

Action Profiles (Ammann Framework)

Each monster type gets an action profile: a combat archetype (brawler, sniper, support, skirmisher, ...) plus a ranked list of actions with trigger conditions.

Profile structure

Evaluation model

Difficulty curve

Source material

PF2e stat blocks are almost directly convertible into profiles (combat roles, special actions, tactics are built into the monster design). Machine-readable statblock JSON may be available (FoundryVTT pf2e repo - verify license before use) or hand-authored in the game's own format.

Knowledge State and Decision Models

Knowledge State and Decision Models

The judgment layer

Most trigger conditions are computable in code (round/tick counts, HP fractions, allies alive, distance). A few are genuinely judgment-shaped:

Typed decision models (Jev/Kev class)

The model supplies judgment; your code owns policy. Ask typed questions over a compact state snapshot; get back probabilities/distributions, not text.

What stays in code