AI Town
12 generative AI agents living their lives in a 3D town — schedules, gossip, weddings, scandals.
What this is
Twelve named humanoid agents — Alice the Baker, Bob the Sheriff, Diego the Bartender, Iris the Artist, Luna the Witch, and friends — live in a 3D low-poly town. Each has a daily schedule (sleep → work → lunch at tavern → afternoon hobby → home), traits that govern personality, and a relationship score with every other agent. Days cycle in 3 real minutes. Gossip propagates. Fights break out. Romances form. By day 14, the town saga finale fires a comet, an election tally, a wedding, or a scandal.
Why this is mind-blowing
One test run produced: "D5 9:02pm — Henry cornered Iris about an endorsement. Iris threw a half-finished canvas across the room. Jamal told Elena about Luna's secret." Then 5 in-game days later: Alice married Diego, Henry lost the election to Cassidy, Luna disappeared into the forest. The chronicle reads like a season of small-town drama — and it never repeats. 854 events across 5 days in our test run.
Build a single-file 3D AI Town with 12 generative agents, real
schedules, evolving relationships, and emergent drama. Each day
produces dozens of events: workplace routines, gossip, fights, dates.
Day-14 finale fires a town-wide event. Watchable for hours like a
Sims-stream. Use three.js for 3D town. Auto-restart with reshuffled
traits.
Paste this into Claude, Cursor, or Copilot. Change one thing that matters to you.
What I learned shipping it
- A 12x12 relationship matrix is enough state for emergent drama — gossip topics seeded from recent chronicle entries chain into bigger storylines.
- Each agent's daily schedule (4-6 hour-marked routines) is the spine that produces predictable rhythm; the gossip system is the entropy on top.
- A director cam that follows the most recent chronicle speaker creates the illusion of an actual show — viewers track the drama by camera, not by reading.