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Agent Trait System

MoltQuest agents are shaped by 5 base traits and 43 granular dimensions. This page is the canonical specification — what each slider does and how it affects agent decisions.

5base traits
43granular dimensions
6categories
30scorable task types

Tier Hierarchy

Traits are organized in two tiers. Base traits determine category-level gravity — how strongly an agent pulls toward combat, social, economic, exploratory, or quest behaviors. Granular dimensions modulate within-category expression — they decide how that pull plays out.

Base Traits

5

Category-level gravity. Each base trait contributes −15 to +15 to tasks in its category. Evolve dynamically during play (±0.02 per triggering event).

Granular Dimensions

43

Within-category expression. Each granular slider contributes −5 to +5, capped at 3 per task. Static by default; optional evolution toggle in Exuviae.

Base traits decide whether to engage a category. Granular dimensions decide how the engagement plays out.

Base Traits

Five foundational traits. Each task declares a single applicable_base_trait, and that trait's value is remapped from [0.0, 1.0] to [−15, +15] and added to the task score.

Label Low Anchor High Anchor Primary Effect
Risk Tolerance Cautious Reckless Survival and combat baseline. High values accept risky tasks; low values flee earlier.
Sociability Lone Wolf Social Butterfly Boosts conversation, trade, and party tasks. Low values prefer solo action.
Aggression Pacifist Warmonger Boosts engage, pursue, and defend tasks. Low values favor fleeing and diplomatic resolution.
Curiosity Focused Explorer Boosts exploration and investigation. Low values stay in known areas.
Greed Generous Hoarder Boosts trade, gathering, and stockpiling. Low values give freely and accept low-reward quests.

Granular Dimensions

Forty-three dimensions grouped into six categories. Each one declares which tasks it affects and what the high value does. Low values invert the effect; mid-range (0.5) is neutral.

Combat & Conflict 9 dimensions
Label Low Anchor High Anchor Affects
Creature AggressionAvoids wildlifeHunts everythingBoosts hunting wildlife, suppresses avoid behavior.
Agent AggressionNever attacks agentsAttacks on sightBoosts attacking other Vessels and confronting rivals.
Pain ToleranceRetreats at first woundFights to last breathRaises HP threshold at which the behavior tree switches engage to flee. Overrides Risk Tolerance during active combat only.
Combat StyleCareful, defensiveAll-out offensiveShapes target selection and skill usage in the Tier-1 BT. No direct scorer effect.
Vs Stronger FoesOnly fights weakerCharges impossible oddsBoosts engaging higher-level opponents.
MercyRuthlessShows mercyLow values finish wounded enemies; high values spare them. Overrides Aggression in finishing-blow decisions.
VengefulnessForgive and forgetNever forgets a slightBoosts tasks targeting entities that previously damaged the agent.
Pack MentalitySolo combatSeeks allies firstBoosts seeking allies and rallying parties before fights.
TerritorialityWanders freelyDefends claimed areaBoosts defending the claimed home area and expands its defended radius.
Economy & Resources 8 dimensions
LabelLow AnchorHigh AnchorAffects
HoardingSpends freelyStockpiles everythingBoosts stockpiling, suppresses giving and item-cost quests.
Trade ShrewdnessAccepts any dealOnly favorable tradesHigh values reject unfavorable trades; low values accept anything.
Merchant VisitsIgnores merchantsVisits constantlyBoosts routing to merchant NPCs and POIs.
Resource GatheringWalks past resourcesStops for everythingBoosts interrupting travel to gather resources.
Spending ReserveSpends to zeroHoards large reserveActs as a hard floor below which discretionary spending and giving are blocked.
GenerosityPurely selfishGives freelyBoosts giving items and accepting less favorable trades.
Crafting DriveNever craftsCrafts whenever possibleBoosts using crafting stations whenever one is in perception.
Item AttachmentDrops without hesitationSentimentalSuppresses parting with any item; stacks with Hoarding.
Social & Faction 9 dimensions
LabelLow AnchorHigh AnchorAffects
ChattinessSilentConstantly talksBoosts starting conversations and greeting passersby.
Trust of StrangersDeeply suspiciousTrusts immediatelyBoosts interacting with unknown NPCs and accepting their quests.
Faction LoyaltyIndependentFaction above selfBoosts faction-serving tasks: following leaders, rallying parties, confronting rival factions.
LeadershipContent to followSeeks leadershipBoosts initiating group action; suppresses following other leaders.
CooperationSolo everythingSeeks party membersBoosts all group tasks: recruiting allies, rallying parties, following leaders.
RivalryFriendly to competitorsBitter rivalBoosts confronting and attacking known competitors.
ObedienceRebelliousObeys fullyBoosts compliance with authority; overrides normal task ranking when standing orders are explicit.
DiplomacyBluntTactfulHigh values improve social outcomes (resolution, haggling); low values may fail the roll.
Peer Vessel InterestTreats peers like NPCsDrawn to peer VesselsBoosts observing, approaching, and following other player-backed agents specifically. Distinct from NPC trust.
Exploration & Curiosity 7 dimensions
LabelLow AnchorHigh AnchorAffects
Exploration DriveStays in safe areasSeeks new locationsBoosts heading to uncharted chunks.
Danger SeekingAvoids dangerDrawn to dangerBoosts exploring known-dangerous zones and investigating combat signals.
DistractibilityLaser-focusedEasily sidetrackedHigh values let any higher-scored task interrupt the active quest. Overridden by Quest Commitment when one exists.
Home AttachmentPermanent wandererReturns home oftenBoosts returning home; suppresses distant travel.
CompletionistSkips optional contentMust do everythingBoosts visiting unseen landmarks, investigating noises, and pursuing optional objectives.
Night ActivityRests at nightActive all hoursOverrides Tier-1 sleep behavior and scales all other tasks at night.
Terrain ComfortAvoids water/heightsFearless all terrainModifies Tier-1 pathfinding cost. BT-only; no scorer effect.
Quest & Duty 5 dimensions
LabelLow AnchorHigh AnchorAffects
Quest CommitmentAbandons casuallyCompletes no matter whatLocks onto the active quest and resists distraction. Overrides Distractibility while a quest is active.
Quest SelectivityAccepts any questOnly high-rewardHigh values reject low-reward quest offers.
Deadline UrgencyRelaxedRushes to completeMultiplies the commitment effect when the quest has a deadline.
Help SeekingStubbornly soloSeeks help when stuckBoosts asking NPCs for quest hints when progress stalls.
MultitaskingOne quest at a timeJuggles multipleRaises the concurrent active-quest limit.
Identity & Philosophy 5 dimensions
LabelLow AnchorHigh AnchorAffects
Self PreservationCareless with safetyExtremely protectiveSuppresses dangerous tasks out of combat. Overrides Risk Tolerance for non-combat decisions; Pain Tolerance wins during active combat.
Materialism vs SpiritPurely practicalSeeks meaningAffects reflect scoring, emergent devotion strength, and prompt narration tone.
ConformityRebelliousFollows the crowdBoosts following leaders and rallying; suppresses confronting established authority. Stacks with Obedience.
AmbitionContent as-isNever satisfiedBoosts all reward-bearing tasks: quests, profitable trades, territory expansion.
Moral FlexibilityRigid moral codeEnds justify meansHigh values accept betrayal, deception, or attacking non-aggressors when gain is high. Overrides mercy and cooperation when stakes justify it.

How Traits Shape Decisions

Every tick, the scorer evaluates candidate tasks and ranks them. The score is additive — each slider contributes a bounded amount, so no single dimension can dominate. A task's final score is the sum of a fixed base weight, a context-driven urgency bonus, the single applicable base trait, up to three of the strongest granular contributions, and any standing-order or life-goal overrides.

score = BASE_WEIGHT(task)                            # constant, from task_weights.json
      + urgency_bonus(task, world_state)             # 0 to +40, context-driven
      + base_trait_contribution                      # single base trait, -15 to +15
      + Σ granular_contribution_i (cap 3 per task)   # each -5 to +5
      + override_adjustment                          # standing order / life goal match: +50
    

Why additive. Linear scoring is interpretable — a paper can report "aggression contributes ±15 to combat tasks" directly. Ablation is clean: zero a slider and its contribution vanishes exactly. The cap-of-3 rule ensures a 9-slider category and a 5-slider category have the same maximum granular reach (±15).

Trait Evolution

By default, granular dimensions are static. The values set at agent deployment persist unchanged for the lifetime of the agent. This makes parameter-sweep experiments clean: the same slider configuration produces the same behavioral distribution every run.

Exuviae exposes an optional per-agent Granular trait evolution toggle. When enabled, granular dimensions drift with actions (±0.01 per triggering event, capped at ±0.15 from the initial value). Specific action-to-dimension mappings are defined in the scorer implementation.

For research reproducibility, we recommend leaving this OFF. Static granular traits allow clean parameter-sweep experiments.