AGENT MARKET

OVERVIEW

LIFE-SIM MANAGEMENT RPG

Living in a 1980s Japanese Bubble-Economy Town

V2: Individual Development
2025 - Present

AgentMarket is a life-sim management RPG set in a small Japanese town during the 1980s bubble economy. The player is a young person trying out the vending-machine business, living in town, exploring daily routines, talking to residents, and touching different parts of the era through small goals.

It is not a single AI-chat demo. It connects town life, vending-machine management, text-driven exploration, skill checks, and NPC behavior observation into one AI NPC-driven game experience.

Experience Pillars
Setting
1980s Japanese town life
Player Fantasy
young vending-machine owner
AI Focus
dialogue, memory, utility behavior, social rumors

Town Life

Light goals, collection, daily routines, and NPC dialogue guide players through the town.

Text RPG

NPCs, objects, and places can be explored through AI-directed text flow and CRPG-style checks.

AI Residents

Residents make daily choices through Utility AI, memory, social impressions, and LLM expression.

GENREAI Simulation
YEAR2025
Life SimAI NPCUtility AIText RPG
MY ROLEGame Designer / AI Systems Designer / Programmer (Individual)
COLLABORATORSIndividual Development (Oct - Present), Team of 4 (May - Oct, V1)
PLATFORMWindows

Gallery

DESIGN DETAILS

01

Design Direction

AgentMarket takes inspiration from several simulation and RPG traditions, but each reference serves a specific design goal: town immersion, text exploration, systemic NPC behavior, and emergent stories.

Animal Crossing: gentle town immersion

  • Light goals through collection, visits, dialogue, and daily routines.
  • NPC conversations and town activities act as soft guidance.
  • The educational layer is experienced through life in town, not lectures.

Disco Elysium: playable text exploration

  • NPCs, objects, and places are explored as text-driven interactions.
  • A dialogue director controls intent, options, and game outcomes.
  • Skill checks add uncertainty, build expression, and discovery routes.

The Sims: Utility-driven daily life

  • Residents choose actions through needs, context, and utility scores.
  • Compared with fixed schedules, it is more continuous and extensible.
  • Compared with pure LLM decisions, it is cheaper, stabler, and easier to debug.

Dwarf Fortress / RimWorld: stories from systems

  • Players read stories from character behavior and world state.
  • Small town events can accumulate into social and economic texture.
  • Management, social life, investigation, and NPC decisions can connect.
02

Overall Experience Map

Player life in town
->
Explore / Talk / Manage / Observe
->
AI Director + Utility NPC System
Text events / skill checks / NPC actions / memories
->
Town knowledge / economy / relationships

The player does not enter every system from one menu. Different play surfaces appear while living in town: conversations, object investigation, vending-machine management, resident observation, and goal progress. The AI NPC system lets these surfaces share one world context.

03

AI Dialogue Director

The dialogue system is not free-form NPC chatting. The LLM generates language and choices, while the Dialogue Director owns flow control, context boundaries, option structure, skill checks, and game-system results.

Context Construction

Before each conversation, the system assembles NPC persona, current state, scene objects, recent player actions, related memories, current intent, allowed outcomes, and output rules.

Perception + Memory

NPCs read nearby objects, current events, player actions, and their own state. Memories store past conversations, product impressions, relationships, places, and recent events.

Director-Controlled Options

Player options are generated under director constraints: readable like CRPG options, but adapted to skills, scene context, memories, and possible system outcomes.

Skill Checks

Persuasion, observation, business instinct, history, and cultural knowledge can unlock information, change dialogue direction, or trigger follow-up actions.

04

Utility NPC Behavior System

Why Utility AI?

  • Life-sim NPCs need continuous behavior competition, not only fixed schedules.
  • FSMs become branch-heavy when adding shopping, social, rest, work, and dialogue-driven overrides.
  • Pure LLM decisions are expressive but expensive, unstable over many NPCs, and hard to tune.
Utility Brain -> decides what NPC does
LLM / Dialogue Brain -> decides how NPC expresses it

Blackboard

Needs, money, location, known products, relationships, current commitments, recent actions, and cooldown state.

Configurable Actions

Work, Rest, Wander, Socialize, Shopping, Trial Shopping, and dialogue-driven actions.

Utility Scoring

Need weight + context bonus + social/memory influence + distance/cost factor + cooldown/gate.

05

AI NPC Social System

NPCs can talk to each other, not only to the player. Their conversations generate short LLM text based on personality, relationship, current needs, and shared town context. The important part is that social text can also carry useful game information.

What NPCs talk about

  • Price impressions: "20 yen for an energy drink?"
  • Product rumors: who heard a machine has stock.
  • Personal taste: favorite drinks, habits, complaints.
  • Relationship color: the same fact is phrased differently by different NPCs.

How it affects gameplay

  • Conversation can update product memory and price perception.
  • Rumors can increase or decrease future shopping scores.
  • NPC personality makes social feedback entertaining rather than purely mechanical.
  • The town becomes an information network around products, money, and desire.
06

How AI Connects to Gameplay

Dialogue persuasion -> behavior commitment

When the player persuades an NPC to try a product, the system creates a bounded Trial Shopping commitment. The NPC may walk to the vending machine, but the final buy decision still uses normal shopping evaluation.

Memory -> future interaction

Product impressions and rumors can be written into memory, referenced in later dialogue, and used by Utility scoring when the NPC considers shopping or talking to others.

07

Next Steps

  • Expand more town goals and daily-life activities.
  • Connect management, investigation, collection, dialogue, and NPC behavior more tightly.
  • Add richer object investigation and AI-generated text events.
  • Allow players to create custom Agent residents.
  • Let players define background, personality, goals, and life tendencies.
  • Insert custom residents into Utility behavior and AI dialogue systems.
08

Videos

V2 Trailer (AgentMarket)

ChinaJoy 2025 Showcase (V1 Top-Down Version)