Perception, Evidence and Rumors
These notes explore NPCs that can be wrong for believable reasons. An NPC may hear a rumor, remember it as fact, and make a poor choice until better evidence arrives.
The design does not give every NPC secret knowledge merely because the player or server knows the truth. This is planned behaviour for the future framework, not a claim that the complete NPC system already exists.
What NPCs Can and Cannot See
NPCs don’t see everything like a player does. Their vision is limited by what they hear or understand. Even skilled NPCs miss details that the server knows, which keeps gameplay fair and realistic.
Knowing Before Acting
This service checks if someone has enough knowledge to do something. It looks at what they know, where they are, and what tools they have. Just knowing something doesn’t mean they can do it—physical access or items still matter.
NPCs Can Disagree Without the Framework Picking a Secret Winner
When one NPC tells another that a road is safe, ADK keeps the statement separate from what is actually true, what the speaker believes, and what the listener decides to believe. Two listeners can therefore hear the same warning and reach different conclusions.
Credibility is judged from evidence the listener is allowed to know, such as the speaker's role, past reliability, contradictions, and supporting reports. A confident statement is not automatically an honest one, and an honest mistake is not automatically treated as a lie.
For example, a frightened scout may sincerely report that five attackers are nearby after seeing only two. A veteran may trust the scout's fear but discount the number, while a rival may dismiss the whole report. Later corrections add new evidence without rewriting what anyone originally said.
Tracking Uncertain Information
This service stores uncertain information such as rumors or reports. It tracks the source of each piece of information and flags whether it is true, outdated, or conflicting. The system does not assume all entries in the ledger are accurate.
Turning Observations Into Shared Knowledge
This service decides when one character's observation may legitimately become squad, faction, allied, or public knowledge. The original observation remains unchanged, while each broader record keeps its source, uncertainty, route, and age.
For example, hearing an engine northeast may become a rough warning after a radio report. It does not become a perfect map marker merely because ADK privately knows where the vehicle really was.
Tracking How Rumors Spread
This service tracks how rumors move through witnesses, conversations, radios, and other valid communication paths. It shows how information changes as it spreads. The system keeps track of where rumors originated. Only authorized actors may access rumor records. Rumors cannot spread beyond defined knowledge scopes.
People should care because it helps understand how false or unclear information can affect decisions.
Recording What Is Seen or Heard
This service stores what NPCs or groups might suspect based on physical clues. It tracks uncertainty and the age of information rather than showing full truth. People should care because it helps manage knowledge without revealing everything.