Idea of AI Partner

Date: February 11, 2026

Categories: #Programming


This concept is an AI-assisted summary of a project I am currently exploring. It’s a massive undertaking, but I want to build a Proof of Concept (POC) just to see how far I can get.

AI Companion as a Service

A SaaS platform providing persistent, cloud-based AI agents that interact with the player across various game titles based on shared memory and context.

Core Architecture Modules

A. Game Integration Layer (SDK/Plugin/MOD)

The critical layer for real-time data collection.

  • Implementation: C++/C# SDK for Unity/Unreal, or a modding layer (e.g., Skyrim/Fallout).
  • Data Stream: WebSocket transmission of game events (Location, Combat State, Inventory, Quest Progress…).
  • Event Schema: Standardized protocol (e.g., PLAYER_ACTION_EVENT)1.

B. Cross-Game Memory & Identity

A unique layer maintaining the player’s profile independently of any specific game2.

  • Technology: Vector Database (Pinecone, pgvector) for semantic search + Redis (real-time session state)
  • Memory Types:
    • Episodic: Specific experiences from previous games3.
    • Behavioral: Analysis of player style (aggression, morality, humor)3.
    • Relationship: Dynamic relationship scoring (Trust, Fear, Affinity).

C. Personality & Dialogue Engine

The “brain” of the companion NPC, combining game lore with a learned personality.

  • RAG (Retrieval Augmented Generation): Dynamic context injection from the specific game’s Lore DB.
  • Runtime processing pipeline:
    1. Input: Game Event4 + Player Speech + Player chat.
    2. Context: Retrieval from Memory DB + Lore DB3.
    3. Processing: LLM (GPT-4o, Claude, or fine-tuned Llama 3).
    4. Output: Dialogue + Emotion tags35.

D. Multimodal Voice Stack6

Ensuring immersion through low-latency speech processing.

  • STT (Speech-to-Text): OpenAI Whisper (v2/v3) or Deepgram.
  • TTS (Text-to-Speech): ElevenLabs or XTTS v2 for voice cloning7.
  • Latency Target: < 1.5s to maintain natural conversation flow.

Reality Check

The transition from a POC to a viable SaaS faces several “mission-impossible” hurdles that categorize this project as a high-level architectural exercise (I did not realize it at the beginning).

The Semantic Bridge Problem

There is no universal standard for game state data.

The Gap: Each game engine (Unity, Unreal, Creation Engine) interprets “world state” differently.

Building a really “universal” SDK is a massive engineering nightmare. Without deep AND per-game integration, the AI will suffer from “context hallucinations” – I am very sure about it.

Economic Sustainability (Token Burn)

Running real-time RAG and high-end LLMs is prohibitively expensive.

Using models like GPT-4o for continuous game sessions can cost $20–$50/user/month.

Without moving to a local instance (Small Language Models), the token burn rate makes the SaaS model non-viable.

IDEA: so let’s make it on local AI models? MBY I can try to make some “crypto” version: players can share their GPU/CPU and get some “free tokens” for it? Lol - big plans - just a mad idea.

The Utility vs. Immersion

Players often prioritize “Wiki-style” help over “Personality-driven” roleplay - and this is much easier to do -> this will be my first goal.

If a player only wants to know “Where is the hidden key?”, a complex cross-game behavioral memory is over-engineering.

Success means BAN

And let’s be honest: If I am even able to start AND finish this project into some usable version and it will be successful - the game companies behind game studios will instantly ban me, and they will create their own solution: SASS is for them just too honey pod to them.

Implementation Roadmap

  1. Phase 1 (MVP)8: Skyrim mod + Voice Chat7 + Local RAG (Lore DB).
  2. Phase 2 (Memory): Implementation of Vector DB for long-term cross-session references.
  3. Phase 3 (Platform): Development of a universal SDK for Unity/Unreal and cross-game connectivity. Hihi

  1. It will be hard to id properly on the 1st draft. Better to do it as some kind of “expandable solution”. ↩︎

  2. This is a very basic idea that I stole from classic “personalities” designs… ↩︎

  3. Idea behind this is simple: “We should sneak here and kill them all with bow.” “… so as your typical Skyrim play through? I am not judging you, sir, but playing with you is starting to be a little repetitive…” ↩︎ ↩︎ ↩︎ ↩︎

  4. This will be the hardest part. It needs a game-specific bridge to work properly. My first idea was something simple like: “How do I do this? I’ll just ask my AI instead of googling it,” or maybe real-world style in-game notifications.

    But real interaction with the game world is much harder. Skyrim has FormIDs, Unity uses GameObjects, Unreal has Actors — so it would require a plugin-based architecture. And that’s going to be messy. ↩︎

  5. Here is a huge tech. problem with the latency. I am not sure if I will be able to make it quick enough to be useful during action scenes… ↩︎

  6. This is a very future plan - nice to have: without it - it will be much cheaper and easier to do… this can be an improvement for the future. In the 1st iteration enough to use something like SAPI 5 ↩︎

  7. I can use my already done ebook reader engine -> it will need a minimal improvement. ↩︎ ↩︎

  8. It already exists - but I want to do it on my own. ↩︎