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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.
GPT

Game Automation Logic Builder

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GPT-6-LUNA
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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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