Prompt Details
Model
Chat - (gpt-6-luna)
Token size
421
Example input
[GAME_CONTEXT]: 2D fantasy RPG with resource gathering, inventory management, character movement, and storage locations. The automation runs in a private test environment.
[AUTOMATION_GOAL]: Automatically gather wood from nearby resource nodes, return to storage when the inventory is full, deposit the collected wood, and resume gathering.
[GAME_STATES]: Idle, checking inventory, selecting resource, moving to resource, gathering, verifying resource collection, returning to storage, storing resources, recovery, stopped.
[AVAILABLE_ACTIONS]: Move, select target, interact with resource, gather resource, open inventory, move to storage, deposit items, verify game state, retry action, stop automation.
[TECHNICAL_ENVIRONMENT]: Python automation prototype using a game-state interface that provides state detection and action commands.
Example output
GAME AUTOMATION LOGIC BLUEPRINT
AUTOMATION OBJECTIVE
Automatically gather a selected resource, manage inventory capacity, return to storage when necessary, and resume gathering after successful storage.
STATE MACHINE
IDLE
↓
CHECK_RESOURCES
↓
SELECT_TARGET
↓
MOVE_TO_TARGET
↓
GATHER_RESOURCE
↓
VERIFY_RESULT
↓
CHECK_INVENTORY
CHECK_INVENTORY
├── Capacity available → SELECT_TARGET
└── Capacity reached → RETURN_TO_STORAGE
RETURN_TO_STORAGE
↓
STORE_RESOURCES
↓
VERIFY_STORAGE
├── Success → SELECT_TARGET
└── Failure → RECOVERY
RECOVERY
├── Recoverable failure → Retry relevant state
└── Repeated failure → STOP
STATE DEFINITIONS
1. IDLE
Entry condition:
Automation is initialized and the game state is available.
Action:
Initialize the automation state and required tracking variables.
Success:
Transition to CHECK_RESOURCES.
Failure:
Transition to STOP.
2. CHECK_RESOURCES
Checks:
- Verify available inventory capacity.
- Verify required gathering equipment.
- Verify that the automation objective is still active.
Decision:
- Capacity available → SELECT_TARGET.
- Inventory full → RETURN_TO_STORAGE.
- Required equipment unavailable → STOP.
3. SELECT_TARGET
Checks:
- Search for valid resource targets.
- Ignore unavailable or invalid targets.
- Prioritize suitable targets according to distance and availability.
Success:
A valid target is selected.
Failure:
No valid target is available → controlled retry.
4. MOVE_TO_TARGET
Action:
Move toward the selected resource target.
Verification:
Confirm that the character is making progress toward the target.
Failure handling:
- Temporary obstruction → attempt recovery.
- Repeated movement failure → STOP.
5. GATHER_RESOURCE
Checks:
- Confirm that the selected target remains available.
- Confirm that the character is within the required interaction range.
Action:
Execute the available gathering action.
Success:
Transition to VERIFY_RESULT.
Failure:
Transition to RECOVERY.
6. VERIFY_RESULT
Checks:
- Confirm that the expected resource was obtained.
- Confirm that the game state changed as expected.
Decision:
- Resource obtained → CHECK_INVENTORY.
- Resource not obtained → SELECT_TARGET or RECOVERY.
7. RETURN_TO_STORAGE
Action:
Navigate toward the designated storage location.
Verification:
Confirm that the storage location has been reached.
Failure:
Repeated navigation failure → STOP.
8. STORE_RESOURCES
Action:
Transfer gathered resources into the designated storage.
Verification:
Confirm that inventory capacity has been restored.
Success:
Transition to SELECT_TARGET.
Failure:
Transition to RECOVERY.
RECOVERY LOGIC
IF target becomes unavailable:
return to SELECT_TARGET
IF movement becomes blocked:
retry movement
IF movement repeatedly fails:
STOP
IF gathering fails:
reassess target
IF inventory becomes full:
return to RETURN_TO_STORAGE
IF repeated failures exceed the configured limit:
STOP
STOP CONDITIONS
Stop the automation when:
- Required equipment is unavailable.
- The target cannot be reached.
- Storage cannot be reached.
- Repeated actions fail.
- The required game state becomes invalid.
- The automation objective is no longer achievable.
IMPLEMENTATION ARCHITECTURE
STATE DETECTION
↓
DECISION CONTROLLER
↓
ACTION EXECUTOR
↓
RESULT VERIFICATION
↓
STATE TRANSITION
↓
RECOVERY HANDLER
The architecture separates state detection, decision-making, action execution, verification, and recovery so each component can be implemented or modified independently.
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GPT-6-LUNA
Turn game automation requirements into structured bot logic.
AI Game Automation Logic Builder designs state-based automation flows for movement, resource gathering, combat, inventory handling, recovery, error states, and stop conditions in your own game or test environment.
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