For each action that the agent can take in the game space, need to program a motivator from the hierarchy of needs that would cause the agent to take that action Have a set of pre-scripted behavior trees for the ai to actualize each level of the hierarchy of needs Assuming the player doesn't abuse them (ie order the ai to place all its food outside of view while it's not hungry), this could work decently well on not triggering the uncanny valley Alternative approach is to have an "action chain generator" Gets a requirement from the needs heirarchy, then solves for an action tree that it needs to take to satisfy that need Osmosis cup example Lets say that you can absorb water via osmosis while holding a cup The first order motivator would be to pick up the cup to satisfy the thirst meter Why would the first agent to pick up the cup of water ever place it back down? Could evaluate other agent's view of the first one. If the first one thinks other agents will threaten it, drop the cup