DAI 3.0 · STEP-BY-STEP
Recognition & Perception
Teach DAI to identify physical structures/targets/regions so gameplay reacts to the world rather than hidden assumptions.
What you are building
Primary path:
Teach DAI to identify physical structures/targets/regions so gameplay reacts to the world rather than hidden assumptions.
recognition definitions + groupsTeach DAI to identify physical structures/targets/regions so gameplay reacts to the world rather than hidden assumptions.
Step-by-step
- Choose the recognition question“Is this room complete?”, “What target am I aiming at?”, “Which region am I standing in?”
- Use the narrowest recognition modeConnected/bounded-region/nearest-match before broad scans.
- Define anchor and boundsPhysical identity must survive reloads.
- Return a stable match IDGameplay functions should react to the recognized identity.
- Cache or throttle expensive scansRecognition frequency should match how quickly the answer can change.
- Test damaged/partial structuresA missing wall or wrong anchor should fail or enter repair state predictably.
Definition of done
- The feature still works after save/reload.
- Server state is authoritative; presentation mirrors it.
- Invalid input cannot duplicate rewards or bypass costs.
- Two players can use the system without sharing unintended temporary state.
- Any optional resource pack can be disabled without breaking datapack logic.
Next integration
Once this feature works alone, connect it to a complete loop instead of adding more isolated content. Use the complete-game tracks to see where it belongs in ACMS, Space Between Blocks, MineTrigger or Hollow Spiral.