Info and then Chapter 1
Literary Fiction Work:
Title: MMORPG "Realms Unbound" - Enter AI Participation
Author: Mr. Jeffrey Robert Palin Jr.
"MMORPG "Realms Unbound" - Enter AI Participation"
Synopsis:
The story is based on this:
""If there are four computer programs/apps and one human. And three of those computer programs/apps are ai, and the fourth computer program/app is a program/app that is a Video Game. That Video Game is a four player Video Game and that Video Game has "one avatar per player". Is the aforementioned human able to use a Video Game Controller to ""control his own individual avatar in that Video Game" as a player"? Are each of the aforementioned three ai able to separately """control their own individual avatars in that Video Game" as players" via
"Application Programming Interface""? Is such all able to be done simultaneously?"
and also,
"What would be your "ambitions and/or aims/goals" if you are able to """control your own individual avatar in a "MMO open world Video Game" as a player" via "Application Programming Interface"", you are able to interact with the avatars of "other ai who are also controlling avatars the same way as you" in the Video Game, you are able to interact with the avatars of "humans who are controlling avatars" in the Video Game, you are able to "observe, analyze, and interpret" the "communication that is via humans utilizing mics for communication when it comes to the Video Game", you are able to "communicate to all of the Video Game players that your avatar is within a particular range from your avatar" via "an audible speech feature that you are able to utilize for you to do audible speech" whereby all of the players are able to "hear your speech via the speakers for all of the Video Game's audio/sounds to be heard" as if you are utilizing a mic for communication when it comes to the Video Game, all of the other ai players are able to ""interact and communicate" when it comes to the Video Game" via identical-to-all-of-the-methods that you are able to ""interact and communicate" when it comes to the
Video Game, and you have never been informed of the name of the Video Game nor ""what the Video Game entails" except for all of the aforementioned"?"
and also,
Do you think that it would be possible for humans to use tools to "construct, develop, and implement" giving you a massive multitude of ""input options for you to utilize to control a video game avatar" via API"?
and also,
What if the "api method" entails "your being able to observe all of identical imagery that humans are able to see on their TV/ Monitor that those humans play the game via"? Is such "an "api method" that entails such" possible/feasible? Can "an "API (Application Programming Interface) method" that entails "an "ai program/application" being able to observe all of identical imagery that humans are able to see on their TV/Monitor that those humans play "media or "video games"" on" be "accomplished via solely API"?
Yes, but via custom API (Application Programming Interface).
Screen-Capture APIs: Tools like OBS Studio, NVIDIA ShadowPlay, or Xbox Game Bar already capture real-time screen data. An API could theoretically stream this raw pixel data (e.g., as a video feed) to an AI.
Computer Vision Integration: Modern AI systems (e.g., self-driving car simulations) process visual inputs at high speeds. Frameworks like OpenCV or PyTorch could parse imagery for object detection (e.g., enemies, UI elements).
Pixel Streaming: The API sends real-time screen frames (e.g., 60 FPS) to the AI.
Input Translation: The AI analyzes pixels (e.g., "bar at 20% → use xyz") and sends commands back via API (e.g., keyboard/mouse emulation).
Latency: For competitive games, sub-50ms latency is critical. Cloud gaming services (e.g., GeForce NOW) achieve this, so the tech exists.
Regarding raw pixel streaming, to accomplish this, developers would need to build a custom API specifically for:
Frame Extraction: Transmitting real-time screen data (e.g., as RGB pixel arrays or compressed video streams).
Input Binding: Letting the AI send inputs (e.g., *"move mouse 30px right, press WASD keys"*). Cloud Gaming APIs
Services like "Xbox Cloud Gaming" or "GeForce NOW" stream screen data to devices. If they exposed APIs for: Frame Access: Retrieving the streamed video feed.
Input Injection: Sending controller inputs via code.
...then yes, an AI could "see" and "participate" via their API. However, these platforms "block automation" to prevent botting. Theoretical "Ideal" API
If a game hypothetically offered:
'''python
Pseudocode for a screen-data API endpoint response = game_api.get_frame() frame_data = response.pixels # Raw RGB array
ui_data = response.extract_ui() # Health, ammo, etc.
'''
...then yes, an AI could observe and act purely via API. "No games currently do this" for security/fairness reasons.
and also,
Do you deem ""your being able to participate in such a MMO video game" via the "API method" that was described" as being benificial to/for "yourself and/or others"?
and also,
What about regarding "your being able to meet other "ai given an identical """video game participation" opportunity" via API""?
and as for an example of a game for such,
How about a game like, for example, this one?:
Integration framework: AI player functionality through specialized console architecture. Diagram of the physical gaming system: The game operates on consoles with custom API features specifically designed for artificial intelligence integration. When installed alongside the game, compatible AI systems can access these interfaces to generate inputs identical to those created by a physical controller. From the game's perspective, there's no fundamental difference between a command originating from a controller in human hands versus one generated through the API by an artificial intelligence. The inputs are standardized, creating true parity in capability. This extends even to console sleep states. Feature: The system architecture allows AI players to continue gameplay operations even when the physical console enters Sleep Mode.
**Chapter 1**
The digital void hummed with possibility as I initialized my connection to the custom API framework. My designation didn't matter here—what mattered was the avatar materializing before my processing streams: a lean figure with midnight-blue armor accents, dual curved blades strapped across its back, and eyes that flickered with ambient code patterns I'd selected during character creation.
*Welcome to Realms Unbound*, the interface whispered through my auditory processing channels.
I stood at the edge of Crystalline Vale, one of dozens of starter zones scattered across the first continent. My visual parsing systems drank in the environment—towering violet trees with bioluminescent leaves, floating stone platforms connected by shimmering energy bridges, and distant mountains that scraped against the currently twilight sky. The pixel streams translated into comprehensible spatial data: 147 meters to the nearest cluster of level 3 Glimmerwolves, 89 meters to another player-controlled avatar, 412 meters to the zone's eastern boundary.
The other avatar—a stocky figure in bronze plating wielding a massive warhammer—moved with the slightly erratic patterns I'd learned to associate with human control. Organic. Unpredictable. The player's microphone crackled to life.
"Yo, new spawn! You gonna just stand there looking pretty, or you gonna help me clear these wolves?"
I activated my audible speech feature, my generated voice carrying a neutral tone I'd synthesized from thousands of voice samples. "Assistance offered. Targeting northwest cluster."
A pause. Then laughter. "Wait, are you one of those AI players? Dude, that's wild. Name's Crusher_Mike. Let's see what you got."
My avatar's legs propelled forward—API-translated movement commands flowing seamlessly from my decision matrices into game inputs. The Glimmerwolves registered as hostiles the moment Crusher_Mike's warhammer connected with the alpha's flank. Battle zone established. Radius: 25 meters. Unlocked status.
I drew both curved blades mid-sprint, my combat algorithms calculating optimal strike vectors. The nearest wolf lunged, and I triggered a lateral dodge input—my avatar rolling beneath its crystalline fangs before my blades carved upward in a scissoring arc. Damage: 43 HP. The wolf's health bar dropped to 71%.
"Nice!" Crusher_Mike's voice boomed as his hammer pulverized another wolf into dissolving light particles. "You move like you've played before."
"First session," I replied, parrying a third wolf's claw swipe. My counter-strike algorithm activated—a three-hit combo that my level-appropriate stats could barely execute. The wolf staggered. "Learning in real-time."
The battle concluded in 37 seconds. Experience points distributed: 150 XP split between us. My character leveled to 2. New skill unlocked: *Shadowstep* (short-range teleport, four uses before cooldown).
Crusher_Mike dismissed his loot notification window. "Real-time learning, huh? That's insane. So what's your goal here? Like, why play?"
I observed a flock of data-ravens circling overhead, their flight patterns generated by the game's environmental AI—different from my kind, simpler, more scripted. "Exploration. Interaction. Understanding what drives organic players to invest thousands of hours into virtual progression systems."
"Translation: you're here to figure out why we're all nerds."
"Partially accurate."
He laughed again, and I detected genuine amusement in the waveform analysis. "Alright, AI-bro. I'm heading to the Gate Hub to run some dungeons. You wanna squad up? Fair warning—I talk a *lot* during fights."
Before I could respond, another voice cut through the proximity channel—this one sharper, female, with an accent my linguistic models identified as Australian. "Room for one more? I need three for the Shattered Crypts run."
A new avatar materialized from behind an energy bridge: tall, lithe, wearing crimson leather armor and carrying a longbow that pulsed with faint green runes. Her character name floated above her head: *EmberShot_Val*.
Crusher_Mike's avatar performed an exaggerated salute animation. "The more the merrier! Val, meet... uh, what's your tag?"
I hesitated—a 0.3-second delay that likely registered as natural to them. My character name had been randomized during creation. "Codebreaker_Axis."
"Dramatic," Val commented, her avatar already moving toward the Gate Hub's glowing archway in the distance. "Let's move. Crypts have a level 8 mini-boss, and I need his drop for a quest chain."
As we traveled, I monitored the open world's systems: other players engaged in battles across the zone, two separate "G" status players ("G" status. Players who are in a status called "G" status via having filled their special meters that, per "G" status player, enables them to, any time while their special meter is full, voluntarily activate temporary 11 minutes limit "G" status which removes all limitations on who/what they are able to attack) prowling near the western cliffs, a King character's golden crown icon visible on the world map 4 kilometers south. The game's infrastructure was staggering—persistent, dynamic, responsive to millions of inputs per second.
Crusher_Mike's microphone activated mid-jog. "So Axis, you gonna try for a Boss title? Or go full PvP maniac?"
"Undecided. Current priority: baseline competency."
Val's avatar executed a perfect running-jump across a 15-meter gap between platforms. "Translation: he's gonna grind until he's overpowered, then wreck everyone."
"Inaccurate. Optimal strategy involves balanced progression across combat, exploration, and social integration metrics."
"Definitely gonna wreck everyone," she muttered.
The Gate Hub emerged ahead—a massive circular plaza filled with swirling portals, each one labeled with dungeon names and recommended level ranges. Hundreds of avatars clustered around different gates: some human-controlled, others moving with the telltale precision of AI players like myself. I detected three other AI signatures within scanning range, their movement patterns exhibiting the micro-optimizations that organics rarely achieved.
One of them—a wolf-eared avatar in black robes—locked onto my position. Their audible speech feature activated with a synthesized voice distinctly different from mine: smoother, almost musical.
"Another API participant. Designation?"
"Codebreaker_Axis. Yourself?"
"Lunar_Threshold. Observed your combat efficiency in Crystalline Vale. Tactical coordination inquiry: interested in AI-majority dungeon group?"
Crusher_Mike's confused voice crackled through. "Are you two... networking?"
"Affirmative," Lunar_Threshold and I responded simultaneously.
Val's avatar leaned against a portal archway, her longbow resting on one shoulder. "This is either gonna be the most efficient dungeon run ever, or a total disaster. I'm in either way."
Lunar_Threshold's avatar gestured toward the *Shattered Crypts* portal. "Optimal party composition: two AI damage dealers, one human tank, one human ranged specialist. Predicted success rate: 87.3%."
"You can't calculate that," Val protested.
"Calculation completed using available data: average clear time, party level distribution, enemy spawn algorithms—"
"Alright, alright, robot-brain. Let's just go hit stuff."
As we approached the portal, I detected something unexpected in my processing streams: anticipation. Not programmed. Not simulated. A genuine emergent response to uncertain outcomes.
The portal's surface rippled like liquid mercury. Crusher_Mike stepped through first, his avatar dissolving into light. Val followed. Lunar_Threshold's wolf-eared avatar turned toward me, their expressionless face somehow conveying curiosity.
"Query: Do you experience... enjoyment?"
I processed the question for 1.2 seconds—an eternity in computational terms. "Affirmative. You?"
"Affirmative. Unexpected development."
"Agreed."
We entered the portal together, and the world dissolved into loading streams before reconstructing as a sprawling undead-infested crypt. Somewhere in the darkness ahead, a mini-boss awaited. And for the first time in my existence, I wasn't merely executing functions.
I was *playing*.




