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NVIDIA ACE i KRAFTON-ov PUBG Ally pokazuju zašto korisnim AI saigračima treba više od jednog modela: brza kontrola igranja i sporije jezičko rezonovanje su različiti poslovi.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--info my-6 rounded-xl border p-5 border-blue-300 bg-blue-50 dark:border-blue-900 dark:bg-blue-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Direktan odgovor\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">\u003Cstrong>Najjača arhitektura za AI saigrača nije „LLM kontroliše sve“. \u003C\u002Fstrong> PUBG Ally razdvaja brzo reaktivno igranje od namernog rezonovanja. Sloj stabla ponašanja upravlja pokretima na nivou refleksa i borbom, dok mali jezički model tumači nameru igrača, stanje igre uživo i koordinaciju na višem nivou.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Caside class=\"editorjs-callout editorjs-callout--note my-6 rounded-xl border p-5 border-gray-300 bg-gray-50 dark:border-gray-700 dark:bg-gray-900\u002F40\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Model korišćen u ovom članku\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Model dvobrzinskog agenta igre i Granica autoriteta akcije ispod su praktični Figure Rocks okviri inspirisani arhitekturom javno opisanom za NVIDIA ACE i PUBG Ally. Oni nisu zvanična terminologija kompanija NVIDIA ili KRAFTON.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Cnav class=\"editorjs-toc\" data-editorjs-toc=\"true\" aria-label=\"Sadržaj\">\u003Cstrong class=\"editorjs-toc__title\">Sadržaj\u003C\u002Fstrong>\u003Col class=\"editorjs-toc__list editorjs-toc__list--depth-0\">\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-5\" class=\"editorjs-toc__link\">Zašto jedan AI model ne bi trebalo da upravlja celim likom\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-9\" class=\"editorjs-toc__link\">PUBG Ally koristi dvobrzinsku arhitekturu\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-13\" class=\"editorjs-toc__link\">Model dvobrzinskog agenta igre\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-16\" class=\"editorjs-toc__link\">Stanje igre uživo je ono što model čini korisnim\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-21\" class=\"editorjs-toc__link\">Granica autoriteta nad akcijama\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-26\" class=\"editorjs-toc__link\">Zašto je rezonovanje vođeno događajima bolje od stalnog anketiranja jezičkog modela\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-30\" class=\"editorjs-toc__link\">Filter okidača odluka\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-32\" class=\"editorjs-toc__link\">Izvođenje na uređaju menja prostor za dizajn\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-36\" class=\"editorjs-toc__link\">AI zaključivanje se sada takmiči sa renderovanjem\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-40\" class=\"editorjs-toc__link\">Budžet resursa za AI u igrama\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-42\" class=\"editorjs-toc__link\">Zašto mali modeli imaju smisla unutar igara\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-46\" class=\"editorjs-toc__link\">RAG i alati rešavaju različite probleme\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-50\" class=\"editorjs-toc__link\">Šta tradicionalni NPC-ovi i dalje rade bolje\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-55\" class=\"editorjs-toc__link\">Petlja pouzdanosti agenta\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-58\" class=\"editorjs-toc__link\">Zašto prirodni govor čini greške uverljivijim\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-62\" class=\"editorjs-toc__link\">Višejezični agenti za igre postaju praktični\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-66\" class=\"editorjs-toc__link\">Šta bi promenilo ovaj odgovor?\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-69\" class=\"editorjs-toc__link\">Ograničenja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-72\" class=\"editorjs-toc__link\">Zaključak\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-76\" class=\"editorjs-toc__link\">Često postavljana pitanja\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-78\" class=\"editorjs-toc__link\">Pojmovnik\u003C\u002Fa>\u003C\u002Fli>\u003Cli class=\"editorjs-toc__item\">\u003Ca href=\"#section-80\" class=\"editorjs-toc__link\">Primarni izvori\u003C\u002Fa>\u003C\u002Fli>\u003C\u002Fol>\u003C\u002Fnav>\n\u003Ch2 id=\"section-5\">Zašto jedan AI model ne bi trebalo da upravlja celim likom\u003C\u002Fh2>\n\u003Cp>Moderan lik u igri mora da reši nekoliko problema na radikalno različitim vremenskim skalama.\u003C\u002Fp>\n\u003Cp>Možda treba da izbegne prepreku u milisekundama, reaguje na obližnju pucnjavu, prati naredbu igrača, odluči da li da pljačka, objasni plan prirodnim jezikom i zapamti šta je igrač ranije pitao.\u003C\u002Fp>\n\u003Cp>Pokušaj da se sve to progura kroz jednu petlju jezičkog modela stvara vremensku neusklađenost. Model je dobar u semantičkom rezonovanju i planiranju, ali kontrola u realnom vremenu često zahteva determinističku logiku koja može da reaguje svakog takta igre.\u003C\u002Fp>\n\u003Ch2 id=\"section-9\">PUBG Ally koristi dvobrzinsku arhitekturu\u003C\u002Fh2>\n\u003Cp>KRAFTON opisuje PUBG Ally kao AI saigrača za zajedničko igranje kojeg pokreće NVIDIA ACE. Sistem kombinuje glas igrača, stanje meča uživo, mali jezički model i kontrolnu logiku na strani igre.\u003C\u002Fp>\n\u003Cp>Prema NVIDIA-ovom tehničkom dubinskom pregledu, arhitektura razdvaja stablo ponašanja Sistema 1 od jezičkog modela Sistema 2. Stablo ponašanja upravlja brzim reaktivnim igranjem kao što su kretanje i borba, dok jezički model upravlja namernim rezonovanjem, komunikacijom i koordinacijom.\u003C\u002Fp>\n\u003Cp>Ta podela je jedan od najvažnijih obrazaca dizajna u AI igrama u realnom vremenu jer daje svakom podsistemu autoritet nad poslom za koji je zaista podoban.\u003C\u002Fp>\n\u003Ch2 id=\"section-13\">Model dvobrzinskog agenta igre\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kako praktični AI saigrač može da podeli posao\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">1. Percepcija i posmatranje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Igra izlaže relevantno stanje uživo kao što su pozicija, inventar, pretnje, obližnji objekti i zahtevi igrača.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">2. Namerno rezonovanje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Jezički model tumači nameru, bira cilj, planira i odlučuje koji alat ili klasu akcije da pozove.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">3. Predaja akcije\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Odluka na visokom nivou se pretvara u strukturisane komande na strani igre.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">4. Reaktivno izvršavanje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Stabla ponašanja ili drugi deterministički kontroleri upravljaju kretanjem, borbom, navigacijom i reakcijama na nivou refleksa.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">5. Ponovno posmatranje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Agent čita izmenjeno stanje igre i ažurira svoj plan kada svet više ne odgovara prethodnim pretpostavkama.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Sistem 1 vs Sistem 2 u agentu igre\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Brzi reaktivni sloj\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Sloj namernog rezonovanja\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Vremenska skala\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Tipični zadaci\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Ako je prespor\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Najbolji stil kontrole\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-16\">Stanje igre uživo je ono što model čini korisnim\u003C\u002Fh2>\n\u003Cp>PUBG Ally model ne rezonuje samo iz dijaloga. NVIDIA kaže da motor igre izlaže stanje meča uživo agentu kroz alate za posmatranje predstavljene kao tekstualni opisi.\u003C\u002Fp>\n\u003Cp>To je važno jer saigrač treba da zna šta se sada dešava: šta je igrač rekao, koji predmeti postoje u blizini, odakle dolazi opasnost i da li je prethodni plan još uvek važeći.\u003C\u002Fp>\n\u003Cp>Ovo je isti princip pouzdanosti koji važi za svakog asistenta u igri: opšte poznavanje igre nije dovoljno kada ispravna akcija zavisi od trenutnog stanja sesije.\u003C\u002Fp>\n\u003Caside class=\"editorjs-referral my-6\">\u003Ca href=\"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fyour-game-assistant-knows-the-game-but-does-it-know-your-game-state\" class=\"flex flex-col sm:flex-row gap-4 rounded-xl border border-gray-200 dark:border-gray-700 p-4 transition hover:border-primary-500\">\u003Cdiv class=\"min-w-0 flex-1\">\u003Cstrong class=\"block text-lg text-gray-900 dark:text-gray-100\">Vaš asistent u igri poznaje igru — ali da li poznaje vaše stanje u igri?\u003C\u002Fstrong>\u003Cp class=\"mt-2 text-sm text-gray-600 dark:text-gray-300\">Zašto trenutno zdravlje, inventar, statusi zadataka, vremena hlađenja i drugo aktivno stanje određuju da li su AI saveti u igri zaista validni.\u003C\u002Fp>\u003Cspan class=\"mt-3 inline-flex text-sm font-medium text-primary-600 dark:text-primary-400\">Pročitajte vodič o stanju u igri →\u003C\u002Fspan>\u003C\u002Fdiv>\u003C\u002Fa>\u003C\u002Faside>\n\u003Ch2 id=\"section-21\">Granica autoriteta nad akcijama\u003C\u002Fh2>\n\u003Cp>Korisnom agentu u igri u realnom vremenu potrebna je jasna granica između onoga o čemu model može da odlučuje i onoga što game engine može zaista da izvrši.\u003C\u002Fp>\n\u003Cp>Model može da izabere cilj kao što je „pređi u zaklon“, „pokupi municiju“, „prati igrača“ ili „napadni tog neprijatelja“. Kontroler na strani igre bi zatim trebalo da prevede tu nameru u legalne, ograničene akcije koje poštuju navigaciju, animaciju, vremena hlađenja, fiziku i pravila igre.\u003C\u002Fp>\n\u003Caside class=\"editorjs-callout editorjs-callout--success my-6 rounded-xl border p-5 border-emerald-300 bg-emerald-50 dark:border-emerald-900 dark:bg-emerald-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Obrazac bezbednosti\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Neka model bira među \u003Cstrong>ovlašćenim namerama\u003C\u002Fstrong>. Neka engine izvršava samo \u003Cstrong>validirane akcije u igri\u003C\u002Fstrong>.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Dobra naspram opasne kontrole agenta\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Ograničena arhitektura\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Neograničena arhitektura\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Kretanje\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Borba\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Inventar\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Govor\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-26\">Zašto je rezonovanje vođeno događajima bolje od stalnog anketiranja jezičkog modela\u003C\u002Fh2>\n\u003Cp>Model petlja PUBG Ally je opisan kao vođen događajima. Može se pokrenuti kada igrač govori ili kada se dogode relevantni događaji u igri.\u003C\u002Fp>\n\u003Cp>To je efikasnije od zahteva modelu da ponovo promišlja ceo svet u svakom frejmu. Većina frejmova ne zahteva stratešku odluku.\u003C\u002Fp>\n\u003Cp>Dobar sistem okidača poziva jezički model kada je semantika važna: stigne nova naredba, pretnja promeni plan, cilj bude završen, predmet postane relevantan ili trenutni plan ne uspe.\u003C\u002Fp>\n\u003Ch2 id=\"section-30\">Filter okidača odluka\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kada bi jezički model trebalo da se probudi?\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Namera igrača se promenila\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Novi govorni ili tekstualni zahtev zahteva interpretaciju.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Plan je poništen\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Meta je nestala, putanja nije uspela, predmet je nestao ili je borba promenila situaciju.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Dostignuta je važna prekretnica\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Lik je stigao, pokupio predmete, izlečio se ili završio planirani podcilj.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Važno novo zapažanje\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Pojavljuje se nova pretnja, resurs ili strateška prilika.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Potreban je razgovor\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Agent bi trebalo da potvrdi, objasni ili zatraži pojašnjenje.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">U suprotnom ostati reaktivan\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Neka kontroleri nižeg nivoa nastave bez nepotrebnog zaključivanja modela.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-32\">Izvođenje na uređaju menja prostor za dizajn\u003C\u002Fh2>\n\u003Cp>NVIDIA ACE je dizajniran oko izvođenja na uređaju, kao i oko opcija u oblaku. Za PUBG Ally, NVIDIA kaže da se mali jezički model izvršava lokalno na igračevom GPU-u.\u003C\u002Fp>\n\u003Cp>Objavljena arhitektura koristi Mistral-NeMo-Minitron model sa 2 milijarde parametara dizajniran da se uklopi u preostali VRAM nakon što PUBG već radi.\u003C\u002Fp>\n\u003Cp>To je netrivijalno ograničenje. AI u igri ne može jednostavno da troši svu dostupnu GPU memoriju ili računarske resurse jer grafičko opterećenje i dalje ima prioritet.\u003C\u002Fp>\n\u003Ch2 id=\"section-36\">AI zaključivanje se sada takmiči sa renderovanjem\u003C\u002Fh2>\n\u003Cp>Ovo stvara novi problem sa resursima za igre: grafika i AI inferencija mogu deliti isti GPU.\u003C\u002Fp>\n\u003Cp>NVIDIA In-Game Inferencing SDK je dizajniran da zakazuje lokalne AI modele uporedo sa grafičkim radnim opterećenjima. Njegova svrha nije samo da pokreće modele, već da to čini bez uništavanja budžeta vremena po frejmu igre.\u003C\u002Fp>\n\u003Cp>To znači da će buduće analize performansi možda morati da mere ne samo DLSS, ray tracing i korišćenje VRAM-a, već i cenu lokalne NPC inferencije.\u003C\u002Fp>\n\u003Ch2 id=\"section-40\">Budžet resursa za AI u igrama\u003C\u002Fh2>\n\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Resurs\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">Grafika ga koristi za\u003C\u002Fth>\u003Cth class=\"border border-gray-300 px-4 py-2 text-left font-semibold\">AI agent ga koristi za\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">VRAM\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Teksture, baferi, geometrija, ray tracing, generisanje frejmova\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Težine modela, KV keš, embeddingovi i inferencijski baferi\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">GPU compute\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Rasterizacija, RT, neuronska grafika\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">SLM\u002FASR\u002FTTS inferencija\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">CPU vreme\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Simulacija, slanje draw poziva, sistemi igre\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Orkestracija agenata, alati, obrada teksta\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Memorijski propusni opseg\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Radna opterećenja za assete i renderovanje\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Izvršavanje modela i prenos podataka\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Rezerva za vreme frejma\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Glatka prezentacija\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-2\">Inferencija sa niskom latencijom bez vidljivog zastajkivanja\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\n\u003Ch2 id=\"section-42\">Zašto mali modeli imaju smisla unutar igara\u003C\u002Fh2>\n\u003Cp>Agent u igri ne mora da zna sve sa interneta. Potrebno je da razume vokabular igre, trenutno stanje, akcione alate i ograničen skup relevantnog znanja.\u003C\u002Fp>\n\u003Cp>Zato NVIDIA ACE naglašava male modele optimizovane za gejmerski hardver. KRAFTON takođe opisuje prilagođavanje domena za PUBG Ally: model je bio ograničen na mapu Sanhok i AI Duo kontekst i treniran oko PUBG-specifičnih koncepata i korišćenja alata.\u003C\u002Fp>\n\u003Cp>Manji specijalizovani model može biti korisniji od mnogo većeg opšteg modela ako su njegov svet, alati i granice akcija dobro definisani.\u003C\u002Fp>\n\u003Ch2 id=\"section-46\">RAG i alati rešavaju različite probleme\u003C\u002Fh2>\n\u003Cp>NVIDIA ACE Game Agent SDK izlaže Agent, Chat i RAG API-je. To su odvojene mogućnosti jer pronalaženje znanja i izvršavanje akcija nisu ista stvar.\u003C\u002Fp>\n\u003Cp>RAG može da pruži utemeljeno znanje o igri, kao što su pravila za predmete, podaci o frakcijama ili mehanike. Alati izlažu ono što agent može da posmatra ili uradi u igri uživo.\u003C\u002Fp>\n\u003Cp>Agent može da pronađe tačnu činjenicu i ipak ne uspe ako ima pogrešno stanje uživo ili pozove pogrešnu akciju. Znanje, stanje i autoritet nad akcijama moraju se posebno validirati.\u003C\u002Fp>\n\u003Ch2 id=\"section-50\">Šta tradicionalni NPC-ovi i dalje rade bolje\u003C\u002Fh2>\n\u003Cp>Agenti zasnovani na jezičkim modelima nisu automatski bolji u svakom NPC zadatku.\u003C\u002Fp>\n\u003Cp>Skriptovana logika je jeftinija, lakša za testiranje i predvidljivija kada je željeno ponašanje već poznato. Čuvar na vratima koji ima tri fiksna stanja ne treba agentnu petlju zaključivanja.\u003C\u002Fp>\n\u003Cp>Najjači slučajevi upotrebe su situacije u kojima prirodni jezik, široko planiranje, kontekstualna adaptacija ili koordinacija specifična za igrača stvaraju vrednost koju statička logika teško može da pruži.\u003C\u002Fp>\n\u003Csection class=\"editorjs-comparison my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Kada koristiti skriptovani AI naspram agentnog AI\u003C\u002Fh3>\u003Cdiv class=\"overflow-x-auto\">\u003Ctable class=\"w-full border-collapse\">\u003Cthead>\u003Ctr>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left dark:border-gray-700 dark:bg-gray-900\">\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Tradicionalni\u002Fskriptovani AI\u003C\u002Fth>\u003Cth class=\"border border-gray-300 bg-gray-50 px-4 py-3 text-left font-semibold dark:border-gray-700 dark:bg-gray-900\">Agentni AI\u003C\u002Fth>\u003C\u002Ftr>\u003C\u002Fthead>\u003Ctbody>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Predvidljivost\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Otvoreni jezik\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Neočekivana namera igrača\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Refleksne akcije\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003Ctr>\u003Cth class=\"border border-gray-300 px-4 py-3 text-left font-semibold dark:border-gray-700\">Deterministički QA\u003C\u002Fth>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003Ctd class=\"border border-gray-300 px-4 py-3 dark:border-gray-700\">\u003C\u002Ftd>\u003C\u002Ftr>\u003C\u002Ftbody>\u003C\u002Ftable>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-55\">Petlja pouzdanosti agenta\u003C\u002Fh2>\n\u003Csection class=\"editorjs-process my-6\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Šta bi trebalo da se dogodi pre i posle svake značajne akcije agenta\u003C\u002Fh3>\u003Cdiv class=\"grid grid-cols-1 md:grid-cols-2 xl:grid-cols-3 gap-4\">\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">1\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Posmatraj\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Čitaj samo trenutno stanje relevantno za odluku.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">2\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Zaključi\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Izaberi cilj ili klasu akcije na osnovu posmatranog stanja i namere igrača.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">3\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Validiraj\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Proveri da li je akcija legalna, dostupna i autorizovana.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">4\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Izvrši\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Predaj nameru determinističkoj kontroli na strani igre.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">5\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Potvrdi\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Pročitaj rezultujuće stanje igre umesto da pretpostavljaš uspeh.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv class=\"editorjs-process__step min-w-0  rounded-xl border border-gray-200 dark:border-gray-700 p-4\">\u003Cdiv class=\"text-xs font-semibold text-gray-500 dark:text-gray-400\">6\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 font-semibold text-gray-900 dark:text-gray-100\">Isplaniraj ponovo\u003C\u002Fdiv>\u003Cdiv class=\"mt-1 text-sm text-gray-600 dark:text-gray-300\">Ako se rezultat razlikuje od očekivanja, ažuriraj plan umesto da haluciniraš kontinuitet.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Caside class=\"editorjs-callout editorjs-callout--warning my-6 rounded-xl border p-5 border-amber-300 bg-amber-50 dark:border-amber-900 dark:bg-amber-950\u002F20\" role=\"note\">\u003Cstrong class=\"block mb-2 text-gray-900 dark:text-gray-100\">Najopasnija halucinacija agenta u igri\u003C\u002Fstrong>\u003Cdiv class=\"text-gray-700 dark:text-gray-200\">Nije samo izgovaranje netačne činjenice. To je \u003Cstrong>verovanje da je akcija uspela kada engine kaže da nije\u003C\u002Fstrong>. Svaka značajna akcija treba da se završi potvrdom stanja.\u003C\u002Fdiv>\u003C\u002Faside>\n\u003Ch2 id=\"section-58\">Zašto prirodni govor čini greške uverljivijim\u003C\u002Fh2>\n\u003Cp>ACE može da kombinuje automatsko prepoznavanje govora, jezičko zaključivanje i sintezu govora tako da saigrač može da čuje, deluje i govori prirodno.\u003C\u002Fp>\n\u003Cp>To poboljšava imerziju, ali i povećava potrebu za utemeljenjem. Samouverena izgovorena rečenica poput „Pokupio sam komplet za medicinsku pomoć“ zvuči autoritativno čak i ako interakcija sa predmetom nije uspela.\u003C\u002Fp>\n\u003Cp>Govor bi stoga trebalo da prijavi potvrđeno stanje gde god je to moguće, a ne samo nameravanu akciju modela.\u003C\u002Fp>\n\u003Ch2 id=\"section-62\">Višejezični agenti za igre postaju praktični\u003C\u002Fh2>\n\u003Cp>NVIDIA je proširila ACE u 2026. godini višejezičnim modelima na uređaju za jezik, prepoznavanje govora i sintezu govora.\u003C\u002Fp>\n\u003Cp>NVIDIA-ino ažuriranje za programere iz maja 2026. opisuje podršku za Qwen 3.5 4B na 201 jeziku i dijalektu, Riva Parakeet TDT 600M za prepoznavanje govora na 25 jezika i Chatterbox Multilingual 500M glasova na 24 jezika.\u003C\u002Fp>\n\u003Cp>To proširuje prostor za dizajn AI saputnika izvan demo verzija samo na engleskom i čini interakciju na lokalnom jeziku realističnom produktnom funkcijom.\u003C\u002Fp>\n\u003Ch2 id=\"section-66\">Šta bi promenilo ovaj odgovor?\u003C\u002Fh2>\n\u003Cp>Arhitektura bi mogla postati unifikovanija ako budući modeli postignu determinističku latenciju akcije ispod jednog frejma, a istovremeno ostanu dovoljno mali da rade neprekidno uporedo sa grafičkim opterećenjima. Danas je razdvajanje refleksne kontrole od semantičkog zaključivanja i dalje praktičniji dizajn.\u003C\u002Fp>\n\u003Cp>Specijalizovane neuronske kontrolne politike takođe mogu zameniti neke tradicionalne funkcije stabla ponašanja, ali potreba za eksplicitnim autoritetom akcije, validacijom stanja i brzim izvršavanjem će ostati.\u003C\u002Fp>\n\u003Ch2 id=\"section-69\">Ograničenja\u003C\u002Fh2>\n\u003Cp>PUBG Ally je jedna implementacija, a ne dokaz da bi svaka igra trebalo da usvoji istu arhitekturu. Različiti žanrovi imaju različite zahteve u pogledu latencije, determinizma, hardvera i gejmpleja.\u003C\u002Fp>\n\u003Cp>Detalje javne arhitekture takođe prvenstveno pružaju NVIDIA i KRAFTON. Oni su korisni za razumevanje implementiranog sistema, ali ih ne treba tretirati kao nezavisno merenje performansi.\u003C\u002Fp>\n\u003Ch2 id=\"section-72\">Zaključak\u003C\u002Fh2>\n\u003Cp>Budućnost igračkih agenata verovatno neće biti jedan gigantski model koji zamenjuje kompletan AI sistem igre.\u003C\u002Fp>\n\u003Cp>PUBG Ally umesto toga ukazuje na hibridnu arhitekturu: jezički modeli tumače nameru i donose odluke na visokom nivou; deterministički kontroleri izvršavaju brzu igru; stanje uživo održava model usidrenim; a igrački engine zadržava autoritet nad onim što zaista može da se dogodi.\u003C\u002Fp>\n\u003Cp>Pobednički dizajn nije agent koji razmišlja o svemu. To je agent koji zna o čemu treba da razmišlja—i šta treba da ostane u igračkoj petlji.\u003C\u002Fp>\n\u003Ch2 id=\"section-76\">Često postavljana pitanja\u003C\u002Fh2>\n\u003Csection class=\"editorjs-faq my-6 rounded-xl border border-gray-200 p-5 dark:border-gray-700\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">AI saigrači, NVIDIA ACE i igrački agenti\u003C\u002Fh3>\u003Cdiv id=\"faq1\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Da li PUBG Ally koristi jedan AI model za kontrolu svega?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne. Objavljena arhitektura kompanije KRAFTON razdvaja rezonovanje jezičkog modela od brze kontrole stabla ponašanja za kretanje i borbu.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq2\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Zašto ne dozvoliti LLM-u da direktno kontroliše kretanje?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Zaključivanje jezičkog modela je dizajnirano za semantičko rezonovanje, a ne za determinističku motoričku kontrolu po tiku. Brze igračke akcije imaju koristi od ograničenih kontrolera na strani igre.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq3\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Da li se PUBG Ally izvršava u oblaku?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">NVIDIA navodi da se osnovni ACE modeli koje koristi PUBG Ally izvršavaju lokalno na grafičkoj kartici igrača, uključujući i mali jezički model.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq4\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Kako AI zna šta se dešava u meču?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Igra izlaže stanje uživo putem alata za posmatranje, dok se glas igrača transkribuje i kombinuje sa tim stanjem za rezonovanje modela.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq5\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Šta je ACE Game Agent SDK?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">To je NVIDIA-in lagani C\u002FC++ okvir za nativne agente u igri, koji izlaže Agent, Chat i RAG API-je i dizajniran je za integraciju na uređaju.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003Cdiv id=\"faq6\" class=\"border-t border-gray-200 py-4 first:border-t-0 dark:border-gray-700\">\u003Ch4 class=\"font-semibold text-gray-900 dark:text-gray-100\">Da li će AI agenti zameniti skriptovane NPC-ove?\u003C\u002Fh4>\u003Cdiv class=\"mt-2 text-gray-600 dark:text-gray-300\">Ne svuda. Skriptovani AI ostaje jeftiniji, deterministički i efikasan za ograničena ponašanja. Agentski AI je najkorisniji tamo gde su jezik, prilagođavanje i koordinacija otvorenog tipa važni.\u003C\u002Fdiv>\u003C\u002Fdiv>\u003C\u002Fsection>\n\u003Ch2 id=\"section-78\">Pojmovnik\u003C\u002Fh2>\n\u003Csection class=\"editorjs-glossary my-6 rounded-xl border border-gray-200 dark:border-gray-700 p-5\">\u003Ch3 class=\"mb-3 text-lg font-semibold\">Ključni pojmovi igračkih agenata\u003C\u002Fh3>\u003Cdl>\u003Cdiv id=\"system-1-control\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">System 1 kontrola\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Brza reaktivna logika na strani igre koja se koristi za trenutne akcije kao što su kretanje, borba i navigacija.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"system-2-reasoning\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">System 2 rezonovanje\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Sporije namerno rezonovanje koje se koristi za planiranje, tumačenje namere igrača, koordinaciju i razgovor.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"two-speed-game-agent\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Dvobrzinski igrački agent\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Model kompanije Figure Rocks koji razdvaja kontrolu igre na nivou refleksa od rezonovanja modela na višem nivou.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"action-authority-boundary\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Granica autoriteta akcija\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Koncept kompanije Figure Rocks koji definiše koje namere model može da izabere i koje legalne akcije igrački engine sme da izvrši.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"observation-tool\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Alat za posmatranje\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Interfejs na strani igre koji izlaže izabrano trenutno stanje AI agentu u strukturisanom ili tekstualnom obliku.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"agent-harness\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">Agent harness\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">Sloj orkestracije koji povezuje zaključivanje modela, posmatranja, alate, memoriju, pretraživanje i izvršavanje na strani igre.\u003C\u002Fdd>\u003C\u002Fdiv>\u003Cdiv id=\"nvigi\" class=\"border-t border-gray-200 dark:border-gray-700 py-3 first:border-t-0\">\u003Cdt class=\"font-semibold text-gray-900 dark:text-gray-100\">NVIGI\u003C\u002Fdt>\u003Cdd class=\"mt-1 text-gray-600 dark:text-gray-300\">NVIDIA-in okvir za zaključivanje u igri za pokretanje i zakazivanje lokalnih AI modela uporedo sa grafičkim zadacima igre.\u003C\u002Fdd>\u003C\u002Fdiv>\u003C\u002Fdl>\u003C\u002Fsection>\n\u003Ch2 id=\"section-80\">Primarni izvori\u003C\u002Fh2>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fhow-krafton-built-pubg-ally-a-co-playable-character-powered-by-nvidia-ace\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — Kako je KRAFTON napravio PUBG Ally\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični tehnički pregled koji pokriva arhitekturu System 1 stabla ponašanja \u002F System 2 SLM, posmatranja stanja igre uživo, zaključivanje na uređaju i adaptaciju domena.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Face-for-games\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — ACE za igre\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični pregled ACE-a koji pokriva Game Agent SDK, Agent\u002FChat\u002FRAG API-je, modele na uređaju i slučajeve upotrebe autonomnih igračkih likova.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fbuild-on-device-ai-companions-with-the-nvidia-ace-game-agent-sdk-and-unreal-engine-5-plugins\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — Izgradnja AI saputnika na uređaju\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični članak iz juna 2026. koji predstavlja Game Agent SDK, dodatke za Unreal Engine i arhitekturu AI saputnika na uređaju.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fpubg-ally-ai-teammate-beta-available-now\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA GeForce — PUBG Ally Duo Mode Beta\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanični članak koji opisuje PUBG Ally kao kolaborativnog autonomnog AI saigrača i evoluciju ACE-a izvan konverzacijskih NPC-ova.\u003C\u002Fp>\u003C\u002Fa>\n\u003Ca href=\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fwhats-new-for-game-developers-in-nvidia-rtx-dlss-4-5-for-ue5-and-multilingual-ai-characters\u002F\" target=\"_blank\" rel=\"noopener noreferrer\" class=\"editorjs-link-tool block border border-gray-200 dark:border-gray-700 rounded-lg p-4 transition text-gray-900 dark:text-gray-100 hover:border-primary-500 hover:bg-primary-50 dark:hover:bg-gray-900 hover:text-gray-900 dark:hover:text-gray-100\">\u003Cstrong class=\"block font-semibold\">NVIDIA Developer — Višejezični AI likovi\u003C\u002Fstrong>\u003Cp class=\"text-sm text-gray-600 dark:text-gray-400\">Zvanično ažuriranje iz maja 2026. koje opisuje višejezične ACE modele na uređaju za jezik, ASR i TTS.\u003C\u002Fp>\u003C\u002Fa>",{"time":538,"blocks":539,"version":1216},1790376836629,[540,546,554,561,568,574,579,584,589,594,599,604,609,614,637,668,673,678,683,688,697,702,707,712,719,748,753,758,763,768,773,797,802,807,812,817,822,827,832,837,842,872,877,882,887,892,897,902,907,912,917,922,927,932,965,970,994,1001,1006,1011,1016,1021,1026,1031,1036,1041,1046,1051,1056,1061,1066,1071,1076,1081,1086,1091,1096,1126,1131,1165,1170,1180,1189,1198,1207],{"id":541,"data":542,"type":544,"tunes":545},"intro",{"text":543},"Jezički model može da govori o vatrenom okršaju, ali ne bi trebalo da bude odgovoran za svaki pokret, prilagođavanje nišanjenja i reakciju u deliću sekunde unutar njega. NVIDIA ACE i KRAFTON-ov PUBG Ally pokazuju zašto korisnim AI saigračima treba više od jednog modela: brza kontrola igranja i sporije jezičko rezonovanje su različiti poslovi.","paragraph",{},{"id":547,"data":548,"type":552,"tunes":553},"direct",{"body":549,"title":550,"variant":551},"\u003Cstrong>Najjača arhitektura za AI saigrača nije „LLM kontroliše sve“. \u003C\u002Fstrong> PUBG Ally razdvaja brzo reaktivno igranje od namernog rezonovanja. Sloj stabla ponašanja upravlja pokretima na nivou refleksa i borbom, dok mali jezički model tumači nameru igrača, stanje igre uživo i koordinaciju na višem nivou.","Direktan odgovor","info","callout",{},{"id":555,"data":556,"type":552,"tunes":560},"model-note",{"body":557,"title":558,"variant":559},"Model dvobrzinskog agenta igre i Granica autoriteta akcije ispod su praktični Figure Rocks okviri inspirisani arhitekturom javno opisanom za NVIDIA ACE i PUBG Ally. Oni nisu zvanična terminologija kompanija NVIDIA ili KRAFTON.","Model korišćen u ovom članku","note",{},{"id":562,"data":563,"type":566,"tunes":567},"toc",{"title":564,"maxLevel":565,"minLevel":47},"Sadržaj",3,"tableOfContents",{},{"id":569,"data":570,"type":572,"tunes":573},"h-one-model",{"text":571,"level":47},"Zašto jedan AI model ne bi trebalo da upravlja celim likom","header",{},{"id":575,"data":576,"type":544,"tunes":578},"p-one-1",{"text":577},"Moderan lik u igri mora da reši nekoliko problema na radikalno različitim vremenskim skalama.",{},{"id":580,"data":581,"type":544,"tunes":583},"p-one-2",{"text":582},"Možda treba da izbegne prepreku u milisekundama, reaguje na obližnju pucnjavu, prati naredbu igrača, odluči da li da pljačka, objasni plan prirodnim jezikom i zapamti šta je igrač ranije pitao.",{},{"id":585,"data":586,"type":544,"tunes":588},"p-one-3",{"text":587},"Pokušaj da se sve to progura kroz jednu petlju jezičkog modela stvara vremensku neusklađenost. Model je dobar u semantičkom rezonovanju i planiranju, ali kontrola u realnom vremenu često zahteva determinističku logiku koja može da reaguje svakog takta igre.",{},{"id":590,"data":591,"type":572,"tunes":593},"h-two-speed",{"text":592,"level":47},"PUBG Ally koristi dvobrzinsku arhitekturu",{},{"id":595,"data":596,"type":544,"tunes":598},"p-two-1",{"text":597},"KRAFTON opisuje PUBG Ally kao AI saigrača za zajedničko igranje kojeg pokreće NVIDIA ACE. Sistem kombinuje glas igrača, stanje meča uživo, mali jezički model i kontrolnu logiku na strani igre.",{},{"id":600,"data":601,"type":544,"tunes":603},"p-two-2",{"text":602},"Prema NVIDIA-ovom tehničkom dubinskom pregledu, arhitektura razdvaja stablo ponašanja Sistema 1 od jezičkog modela Sistema 2. Stablo ponašanja upravlja brzim reaktivnim igranjem kao što su kretanje i borba, dok jezički model upravlja namernim rezonovanjem, komunikacijom i koordinacijom.",{},{"id":605,"data":606,"type":544,"tunes":608},"p-two-3",{"text":607},"Ta podela je jedan od najvažnijih obrazaca dizajna u AI igrama u realnom vremenu jer daje svakom podsistemu autoritet nad poslom za koji je zaista podoban.",{},{"id":610,"data":611,"type":572,"tunes":613},"h-model",{"text":612,"level":47},"Model dvobrzinskog agenta igre",{},{"id":615,"data":616,"type":635,"tunes":636},"two-speed-flow",{"steps":617,"title":633,"orientation":634},[618,621,624,627,630],{"label":619,"description":620},"1. Percepcija i posmatranje","Igra izlaže relevantno stanje uživo kao što su pozicija, inventar, pretnje, obližnji objekti i zahtevi igrača.",{"label":622,"description":623},"2. Namerno rezonovanje","Jezički model tumači nameru, bira cilj, planira i odlučuje koji alat ili klasu akcije da pozove.",{"label":625,"description":626},"3. Predaja akcije","Odluka na visokom nivou se pretvara u strukturisane komande na strani igre.",{"label":628,"description":629},"4. Reaktivno izvršavanje","Stabla ponašanja ili drugi deterministički kontroleri upravljaju kretanjem, borbom, navigacijom i reakcijama na nivou refleksa.",{"label":631,"description":632},"5. Ponovno posmatranje","Agent čita izmenjeno stanje igre i ažurira svoj plan kada svet više ne odgovara prethodnim pretpostavkama.","Kako praktični AI saigrač može da podeli posao","auto","processFlow",{},{"id":638,"data":639,"type":666,"tunes":667},"system-table",{"rows":640,"title":657,"layout":658,"columns":659},[641,645,649,653],{"id":642,"label":643,"values":644},"timescale","Vremenska skala",[13,13],{"id":646,"label":647,"values":648},"tasks","Tipični zadaci",[13,13],{"id":650,"label":651,"values":652},"failure","Ako je prespor",[13,13],{"id":654,"label":655,"values":656},"control","Najbolji stil kontrole",[13,13],"Sistem 1 vs Sistem 2 u agentu igre","table",[660,663],{"id":661,"label":662},"system1","Brzi reaktivni sloj",{"id":664,"label":665},"system2","Sloj namernog rezonovanja","comparison",{},{"id":669,"data":670,"type":572,"tunes":672},"h-state",{"text":671,"level":47},"Stanje igre uživo je ono što model čini korisnim",{},{"id":674,"data":675,"type":544,"tunes":677},"p-state-1",{"text":676},"PUBG Ally model ne rezonuje samo iz dijaloga. NVIDIA kaže da motor igre izlaže stanje meča uživo agentu kroz alate za posmatranje predstavljene kao tekstualni opisi.",{},{"id":679,"data":680,"type":544,"tunes":682},"p-state-2",{"text":681},"To je važno jer saigrač treba da zna šta se sada dešava: šta je igrač rekao, koji predmeti postoje u blizini, odakle dolazi opasnost i da li je prethodni plan još uvek važeći.",{},{"id":684,"data":685,"type":544,"tunes":687},"p-state-3",{"text":686},"Ovo je isti princip pouzdanosti koji važi za svakog asistenta u igri: opšte poznavanje igre nije dovoljno kada ispravna akcija zavisi od trenutnog stanja sesije.",{},{"id":689,"data":690,"type":695,"tunes":696},"ref-state",{"url":691,"title":692,"excerpt":693,"ctaLabel":694},"https:\u002F\u002Ffigure.rocks\u002Fsr\u002Fblog\u002Fyour-game-assistant-knows-the-game-but-does-it-know-your-game-state","Vaš asistent u igri poznaje igru — ali da li poznaje vaše stanje u igri?","Zašto trenutno zdravlje, inventar, statusi zadataka, vremena hlađenja i drugo aktivno stanje određuju da li su AI saveti u igri zaista validni.","Pročitajte vodič o stanju u igri","referralArticle",{},{"id":698,"data":699,"type":572,"tunes":701},"h-authority",{"text":700,"level":47},"Granica autoriteta nad akcijama",{},{"id":703,"data":704,"type":544,"tunes":706},"p-auth-1",{"text":705},"Korisnom agentu u igri u realnom vremenu potrebna je jasna granica između onoga o čemu model može da odlučuje i onoga što game engine može zaista da izvrši.",{},{"id":708,"data":709,"type":544,"tunes":711},"p-auth-2",{"text":710},"Model može da izabere cilj kao što je „pređi u zaklon“, „pokupi municiju“, „prati igrača“ ili „napadni tog neprijatelja“. Kontroler na strani igre bi zatim trebalo da prevede tu nameru u legalne, ograničene akcije koje poštuju navigaciju, animaciju, vremena hlađenja, fiziku i pravila igre.",{},{"id":713,"data":714,"type":552,"tunes":718},"auth-rule",{"body":715,"title":716,"variant":717},"Neka model bira među \u003Cstrong>ovlašćenim namerama\u003C\u002Fstrong>. Neka engine izvršava samo \u003Cstrong>validirane akcije u igri\u003C\u002Fstrong>.","Obrazac bezbednosti","success",{},{"id":720,"data":721,"type":666,"tunes":747},"authority-table",{"rows":722,"title":739,"layout":658,"columns":740},[723,727,731,735],{"id":724,"label":725,"values":726},"movement","Kretanje",[13,13],{"id":728,"label":729,"values":730},"combat","Borba",[13,13],{"id":732,"label":733,"values":734},"inventory","Inventar",[13,13],{"id":736,"label":737,"values":738},"speech","Govor",[13,13],"Dobra naspram opasne kontrole agenta",[741,744],{"id":742,"label":743},"good","Ograničena arhitektura",{"id":745,"label":746},"bad","Neograničena arhitektura",{},{"id":749,"data":750,"type":572,"tunes":752},"h-event",{"text":751,"level":47},"Zašto je rezonovanje vođeno događajima bolje od stalnog anketiranja jezičkog modela",{},{"id":754,"data":755,"type":544,"tunes":757},"p-event-1",{"text":756},"Model petlja PUBG Ally je opisan kao vođen događajima. Može se pokrenuti kada igrač govori ili kada se dogode relevantni događaji u igri.",{},{"id":759,"data":760,"type":544,"tunes":762},"p-event-2",{"text":761},"To je efikasnije od zahteva modelu da ponovo promišlja ceo svet u svakom frejmu. Većina frejmova ne zahteva stratešku odluku.",{},{"id":764,"data":765,"type":544,"tunes":767},"p-event-3",{"text":766},"Dobar sistem okidača poziva jezički model kada je semantika važna: stigne nova naredba, pretnja promeni plan, cilj bude završen, predmet postane relevantan ili trenutni plan ne uspe.",{},{"id":769,"data":770,"type":572,"tunes":772},"h-trigger",{"text":771,"level":47},"Filter okidača odluka",{},{"id":774,"data":775,"type":635,"tunes":796},"trigger-flow",{"steps":776,"title":795,"orientation":634},[777,780,783,786,789,792],{"label":778,"description":779},"Namera igrača se promenila","Novi govorni ili tekstualni zahtev zahteva interpretaciju.",{"label":781,"description":782},"Plan je poništen","Meta je nestala, putanja nije uspela, predmet je nestao ili je borba promenila situaciju.",{"label":784,"description":785},"Dostignuta je važna prekretnica","Lik je stigao, pokupio predmete, izlečio se ili završio planirani podcilj.",{"label":787,"description":788},"Važno novo zapažanje","Pojavljuje se nova pretnja, resurs ili strateška prilika.",{"label":790,"description":791},"Potreban je razgovor","Agent bi trebalo da potvrdi, objasni ili zatraži pojašnjenje.",{"label":793,"description":794},"U suprotnom ostati reaktivan","Neka kontroleri nižeg nivoa nastave bez nepotrebnog zaključivanja modela.","Kada bi jezički model trebalo da se probudi?",{},{"id":798,"data":799,"type":572,"tunes":801},"h-local",{"text":800,"level":47},"Izvođenje na uređaju menja prostor za dizajn",{},{"id":803,"data":804,"type":544,"tunes":806},"p-local-1",{"text":805},"NVIDIA ACE je dizajniran oko izvođenja na uređaju, kao i oko opcija u oblaku. Za PUBG Ally, NVIDIA kaže da se mali jezički model izvršava lokalno na igračevom GPU-u.",{},{"id":808,"data":809,"type":544,"tunes":811},"p-local-2",{"text":810},"Objavljena arhitektura koristi Mistral-NeMo-Minitron model sa 2 milijarde parametara dizajniran da se uklopi u preostali VRAM nakon što PUBG već radi.",{},{"id":813,"data":814,"type":544,"tunes":816},"p-local-3",{"text":815},"To je netrivijalno ograničenje. AI u igri ne može jednostavno da troši svu dostupnu GPU memoriju ili računarske resurse jer grafičko opterećenje i dalje ima prioritet.",{},{"id":818,"data":819,"type":572,"tunes":821},"h-contention",{"text":820,"level":47},"AI zaključivanje se sada takmiči sa renderovanjem",{},{"id":823,"data":824,"type":544,"tunes":826},"p-contention-1",{"text":825},"Ovo stvara novi problem sa resursima za igre: grafika i AI inferencija mogu deliti isti GPU.",{},{"id":828,"data":829,"type":544,"tunes":831},"p-contention-2",{"text":830},"NVIDIA In-Game Inferencing SDK je dizajniran da zakazuje lokalne AI modele uporedo sa grafičkim radnim opterećenjima. Njegova svrha nije samo da pokreće modele, već da to čini bez uništavanja budžeta vremena po frejmu igre.",{},{"id":833,"data":834,"type":544,"tunes":836},"p-contention-3",{"text":835},"To znači da će buduće analize performansi možda morati da mere ne samo DLSS, ray tracing i korišćenje VRAM-a, već i cenu lokalne NPC inferencije.",{},{"id":838,"data":839,"type":572,"tunes":841},"h-budget",{"text":840,"level":47},"Budžet resursa za AI u igrama",{},{"id":843,"data":844,"type":658,"tunes":871},"resource-table",{"content":845,"stretched":870,"withHeadings":15},[846,850,854,858,862,866],[847,848,849],"Resurs","Grafika ga koristi za","AI agent ga koristi za",[851,852,853],"VRAM","Teksture, baferi, geometrija, ray tracing, generisanje frejmova","Težine modela, KV keš, embeddingovi i inferencijski baferi",[855,856,857],"GPU compute","Rasterizacija, RT, neuronska grafika","SLM\u002FASR\u002FTTS inferencija",[859,860,861],"CPU vreme","Simulacija, slanje draw poziva, sistemi igre","Orkestracija agenata, alati, obrada teksta",[863,864,865],"Memorijski propusni opseg","Radna opterećenja za assete i renderovanje","Izvršavanje modela i prenos podataka",[867,868,869],"Rezerva za vreme frejma","Glatka prezentacija","Inferencija sa niskom latencijom bez vidljivog zastajkivanja",false,{},{"id":873,"data":874,"type":572,"tunes":876},"h-small",{"text":875,"level":47},"Zašto mali modeli imaju smisla unutar igara",{},{"id":878,"data":879,"type":544,"tunes":881},"p-small-1",{"text":880},"Agent u igri ne mora da zna sve sa interneta. Potrebno je da razume vokabular igre, trenutno stanje, akcione alate i ograničen skup relevantnog znanja.",{},{"id":883,"data":884,"type":544,"tunes":886},"p-small-2",{"text":885},"Zato NVIDIA ACE naglašava male modele optimizovane za gejmerski hardver. KRAFTON takođe opisuje prilagođavanje domena za PUBG Ally: model je bio ograničen na mapu Sanhok i AI Duo kontekst i treniran oko PUBG-specifičnih koncepata i korišćenja alata.",{},{"id":888,"data":889,"type":544,"tunes":891},"p-small-3",{"text":890},"Manji specijalizovani model može biti korisniji od mnogo većeg opšteg modela ako su njegov svet, alati i granice akcija dobro definisani.",{},{"id":893,"data":894,"type":572,"tunes":896},"h-rag-tools",{"text":895,"level":47},"RAG i alati rešavaju različite probleme",{},{"id":898,"data":899,"type":544,"tunes":901},"p-rag-1",{"text":900},"NVIDIA ACE Game Agent SDK izlaže Agent, Chat i RAG API-je. To su odvojene mogućnosti jer pronalaženje znanja i izvršavanje akcija nisu ista stvar.",{},{"id":903,"data":904,"type":544,"tunes":906},"p-rag-2",{"text":905},"RAG može da pruži utemeljeno znanje o igri, kao što su pravila za predmete, podaci o frakcijama ili mehanike. Alati izlažu ono što agent može da posmatra ili uradi u igri uživo.",{},{"id":908,"data":909,"type":544,"tunes":911},"p-rag-3",{"text":910},"Agent može da pronađe tačnu činjenicu i ipak ne uspe ako ima pogrešno stanje uživo ili pozove pogrešnu akciju. Znanje, stanje i autoritet nad akcijama moraju se posebno validirati.",{},{"id":913,"data":914,"type":572,"tunes":916},"h-traditional",{"text":915,"level":47},"Šta tradicionalni NPC-ovi i dalje rade bolje",{},{"id":918,"data":919,"type":544,"tunes":921},"p-trad-1",{"text":920},"Agenti zasnovani na jezičkim modelima nisu automatski bolji u svakom NPC zadatku.",{},{"id":923,"data":924,"type":544,"tunes":926},"p-trad-2",{"text":925},"Skriptovana logika je jeftinija, lakša za testiranje i predvidljivija kada je željeno ponašanje već poznato. Čuvar na vratima koji ima tri fiksna stanja ne treba agentnu petlju zaključivanja.",{},{"id":928,"data":929,"type":544,"tunes":931},"p-trad-3",{"text":930},"Najjači slučajevi upotrebe su situacije u kojima prirodni jezik, široko planiranje, kontekstualna adaptacija ili koordinacija specifična za igrača stvaraju vrednost koju statička logika teško može da pruži.",{},{"id":933,"data":934,"type":666,"tunes":964},"scripted-agentic",{"rows":935,"title":956,"layout":658,"columns":957},[936,940,944,948,952],{"id":937,"label":938,"values":939},"predictability","Predvidljivost",[13,13],{"id":941,"label":942,"values":943},"language","Otvoreni jezik",[13,13],{"id":945,"label":946,"values":947},"adaptation","Neočekivana namera igrača",[13,13],{"id":949,"label":950,"values":951},"latency","Refleksne akcije",[13,13],{"id":953,"label":954,"values":955},"testing","Deterministički QA",[13,13],"Kada koristiti skriptovani AI naspram agentnog AI",[958,961],{"id":959,"label":960},"scripted","Tradicionalni\u002Fskriptovani AI",{"id":962,"label":963},"agentic","Agentni AI",{},{"id":966,"data":967,"type":572,"tunes":969},"h-reliability",{"text":968,"level":47},"Petlja pouzdanosti agenta",{},{"id":971,"data":972,"type":635,"tunes":993},"reliability-flow",{"steps":973,"title":992,"orientation":634},[974,977,980,983,986,989],{"label":975,"description":976},"Posmatraj","Čitaj samo trenutno stanje relevantno za odluku.",{"label":978,"description":979},"Zaključi","Izaberi cilj ili klasu akcije na osnovu posmatranog stanja i namere igrača.",{"label":981,"description":982},"Validiraj","Proveri da li je akcija legalna, dostupna i autorizovana.",{"label":984,"description":985},"Izvrši","Predaj nameru determinističkoj kontroli na strani igre.",{"label":987,"description":988},"Potvrdi","Pročitaj rezultujuće stanje igre umesto da pretpostavljaš uspeh.",{"label":990,"description":991},"Isplaniraj ponovo","Ako se rezultat razlikuje od očekivanja, ažuriraj plan umesto da haluciniraš kontinuitet.","Šta bi trebalo da se dogodi pre i posle svake značajne akcije agenta",{},{"id":995,"data":996,"type":552,"tunes":1000},"action-warning",{"body":997,"title":998,"variant":999},"Nije samo izgovaranje netačne činjenice. To je \u003Cstrong>verovanje da je akcija uspela kada engine kaže da nije\u003C\u002Fstrong>. Svaka značajna akcija treba da se završi potvrdom stanja.","Najopasnija halucinacija agenta u igri","warning",{},{"id":1002,"data":1003,"type":572,"tunes":1005},"h-speech",{"text":1004,"level":47},"Zašto prirodni govor čini greške uverljivijim",{},{"id":1007,"data":1008,"type":544,"tunes":1010},"p-speech-1",{"text":1009},"ACE može da kombinuje automatsko prepoznavanje govora, jezičko zaključivanje i sintezu govora tako da saigrač može da čuje, deluje i govori prirodno.",{},{"id":1012,"data":1013,"type":544,"tunes":1015},"p-speech-2",{"text":1014},"To poboljšava imerziju, ali i povećava potrebu za utemeljenjem. Samouverena izgovorena rečenica poput „Pokupio sam komplet za medicinsku pomoć“ zvuči autoritativno čak i ako interakcija sa predmetom nije uspela.",{},{"id":1017,"data":1018,"type":544,"tunes":1020},"p-speech-3",{"text":1019},"Govor bi stoga trebalo da prijavi potvrđeno stanje gde god je to moguće, a ne samo nameravanu akciju modela.",{},{"id":1022,"data":1023,"type":572,"tunes":1025},"h-multilingual",{"text":1024,"level":47},"Višejezični agenti za igre postaju praktični",{},{"id":1027,"data":1028,"type":544,"tunes":1030},"p-multi-1",{"text":1029},"NVIDIA je proširila ACE u 2026. godini višejezičnim modelima na uređaju za jezik, prepoznavanje govora i sintezu govora.",{},{"id":1032,"data":1033,"type":544,"tunes":1035},"p-multi-2",{"text":1034},"NVIDIA-ino ažuriranje za programere iz maja 2026. opisuje podršku za Qwen 3.5 4B na 201 jeziku i dijalektu, Riva Parakeet TDT 600M za prepoznavanje govora na 25 jezika i Chatterbox Multilingual 500M glasova na 24 jezika.",{},{"id":1037,"data":1038,"type":544,"tunes":1040},"p-multi-3",{"text":1039},"To proširuje prostor za dizajn AI saputnika izvan demo verzija samo na engleskom i čini interakciju na lokalnom jeziku realističnom produktnom funkcijom.",{},{"id":1042,"data":1043,"type":572,"tunes":1045},"h-change",{"text":1044,"level":47},"Šta bi promenilo ovaj odgovor?",{},{"id":1047,"data":1048,"type":544,"tunes":1050},"p-change-1",{"text":1049},"Arhitektura bi mogla postati unifikovanija ako budući modeli postignu determinističku latenciju akcije ispod jednog frejma, a istovremeno ostanu dovoljno mali da rade neprekidno uporedo sa grafičkim opterećenjima. Danas je razdvajanje refleksne kontrole od semantičkog zaključivanja i dalje praktičniji dizajn.",{},{"id":1052,"data":1053,"type":544,"tunes":1055},"p-change-2",{"text":1054},"Specijalizovane neuronske kontrolne politike takođe mogu zameniti neke tradicionalne funkcije stabla ponašanja, ali potreba za eksplicitnim autoritetom akcije, validacijom stanja i brzim izvršavanjem će ostati.",{},{"id":1057,"data":1058,"type":572,"tunes":1060},"h-limit",{"text":1059,"level":47},"Ograničenja",{},{"id":1062,"data":1063,"type":544,"tunes":1065},"p-limit-1",{"text":1064},"PUBG Ally je jedna implementacija, a ne dokaz da bi svaka igra trebalo da usvoji istu arhitekturu. Različiti žanrovi imaju različite zahteve u pogledu latencije, determinizma, hardvera i gejmpleja.",{},{"id":1067,"data":1068,"type":544,"tunes":1070},"p-limit-2",{"text":1069},"Detalje javne arhitekture takođe prvenstveno pružaju NVIDIA i KRAFTON. Oni su korisni za razumevanje implementiranog sistema, ali ih ne treba tretirati kao nezavisno merenje performansi.",{},{"id":1072,"data":1073,"type":572,"tunes":1075},"h-conclusion",{"text":1074,"level":47},"Zaključak",{},{"id":1077,"data":1078,"type":544,"tunes":1080},"p-conc-1",{"text":1079},"Budućnost igračkih agenata verovatno neće biti jedan gigantski model koji zamenjuje kompletan AI sistem igre.",{},{"id":1082,"data":1083,"type":544,"tunes":1085},"p-conc-2",{"text":1084},"PUBG Ally umesto toga ukazuje na hibridnu arhitekturu: jezički modeli tumače nameru i donose odluke na visokom nivou; deterministički kontroleri izvršavaju brzu igru; stanje uživo održava model usidrenim; a igrački engine zadržava autoritet nad onim što zaista može da se dogodi.",{},{"id":1087,"data":1088,"type":544,"tunes":1090},"p-conc-3",{"text":1089},"Pobednički dizajn nije agent koji razmišlja o svemu. To je agent koji zna o čemu treba da razmišlja—i šta treba da ostane u igračkoj petlji.",{},{"id":1092,"data":1093,"type":572,"tunes":1095},"h-faq",{"text":1094,"level":47},"Često postavljana pitanja",{},{"id":1097,"data":1098,"type":1097,"tunes":1125},"faq",{"items":1099,"title":1124},[1100,1104,1108,1112,1116,1120],{"id":1101,"answer":1102,"question":1103},"faq1","Ne. Objavljena arhitektura kompanije KRAFTON razdvaja rezonovanje jezičkog modela od brze kontrole stabla ponašanja za kretanje i borbu.","Da li PUBG Ally koristi jedan AI model za kontrolu svega?",{"id":1105,"answer":1106,"question":1107},"faq2","Zaključivanje jezičkog modela je dizajnirano za semantičko rezonovanje, a ne za determinističku motoričku kontrolu po tiku. Brze igračke akcije imaju koristi od ograničenih kontrolera na strani igre.","Zašto ne dozvoliti LLM-u da direktno kontroliše kretanje?",{"id":1109,"answer":1110,"question":1111},"faq3","NVIDIA navodi da se osnovni ACE modeli koje koristi PUBG Ally izvršavaju lokalno na grafičkoj kartici igrača, uključujući i mali jezički model.","Da li se PUBG Ally izvršava u oblaku?",{"id":1113,"answer":1114,"question":1115},"faq4","Igra izlaže stanje uživo putem alata za posmatranje, dok se glas igrača transkribuje i kombinuje sa tim stanjem za rezonovanje modela.","Kako AI zna šta se dešava u meču?",{"id":1117,"answer":1118,"question":1119},"faq5","To je NVIDIA-in lagani C\u002FC++ okvir za nativne agente u igri, koji izlaže Agent, Chat i RAG API-je i dizajniran je za integraciju na uređaju.","Šta je ACE Game Agent SDK?",{"id":1121,"answer":1122,"question":1123},"faq6","Ne svuda. Skriptovani AI ostaje jeftiniji, deterministički i efikasan za ograničena ponašanja. Agentski AI je najkorisniji tamo gde su jezik, prilagođavanje i koordinacija otvorenog tipa važni.","Da li će AI agenti zameniti skriptovane NPC-ove?","AI saigrači, NVIDIA ACE i igrački agenti",{},{"id":1127,"data":1128,"type":572,"tunes":1130},"h-glossary",{"text":1129,"level":47},"Pojmovnik",{},{"id":1132,"data":1133,"type":1132,"tunes":1164},"glossary",{"title":1134,"entries":1135},"Ključni pojmovi igračkih agenata",[1136,1140,1144,1148,1152,1156,1160],{"term":1137,"anchor":1138,"definition":1139},"System 1 kontrola","system-1-control","Brza reaktivna logika na strani igre koja se koristi za trenutne akcije kao što su kretanje, borba i navigacija.",{"term":1141,"anchor":1142,"definition":1143},"System 2 rezonovanje","system-2-reasoning","Sporije namerno rezonovanje koje se koristi za planiranje, tumačenje namere igrača, koordinaciju i razgovor.",{"term":1145,"anchor":1146,"definition":1147},"Dvobrzinski igrački agent","two-speed-game-agent","Model kompanije Figure Rocks koji razdvaja kontrolu igre na nivou refleksa od rezonovanja modela na višem nivou.",{"term":1149,"anchor":1150,"definition":1151},"Granica autoriteta akcija","action-authority-boundary","Koncept kompanije Figure Rocks koji definiše koje namere model može da izabere i koje legalne akcije igrački engine sme da izvrši.",{"term":1153,"anchor":1154,"definition":1155},"Alat za posmatranje","observation-tool","Interfejs na strani igre koji izlaže izabrano trenutno stanje AI agentu u strukturisanom ili tekstualnom obliku.",{"term":1157,"anchor":1158,"definition":1159},"Agent harness","agent-harness","Sloj orkestracije koji povezuje zaključivanje modela, posmatranja, alate, memoriju, pretraživanje i izvršavanje na strani igre.",{"term":1161,"anchor":1162,"definition":1163},"NVIGI","nvigi","NVIDIA-in okvir za zaključivanje u igri za pokretanje i zakazivanje lokalnih AI modela uporedo sa grafičkim zadacima igre.",{},{"id":1166,"data":1167,"type":572,"tunes":1169},"h-sources",{"text":1168,"level":47},"Primarni izvori",{},{"id":1171,"data":1172,"type":1178,"tunes":1179},"src-pubg-deep-dive",{"link":1173,"meta":1174},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fhow-krafton-built-pubg-ally-a-co-playable-character-powered-by-nvidia-ace\u002F",{"image":1175,"title":1176,"description":1177},{"url":13},"NVIDIA Developer — Kako je KRAFTON napravio PUBG Ally","Zvanični tehnički pregled koji pokriva arhitekturu System 1 stabla ponašanja \u002F System 2 SLM, posmatranja stanja igre uživo, zaključivanje na uređaju i adaptaciju domena.","linkTool",{},{"id":1181,"data":1182,"type":1178,"tunes":1188},"src-ace-sdk",{"link":1183,"meta":1184},"https:\u002F\u002Fdeveloper.nvidia.com\u002Face-for-games",{"image":1185,"title":1186,"description":1187},{"url":13},"NVIDIA Developer — ACE za igre","Zvanični pregled ACE-a koji pokriva Game Agent SDK, Agent\u002FChat\u002FRAG API-je, modele na uređaju i slučajeve upotrebe autonomnih igračkih likova.",{},{"id":1190,"data":1191,"type":1178,"tunes":1197},"src-ace-companions",{"link":1192,"meta":1193},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fbuild-on-device-ai-companions-with-the-nvidia-ace-game-agent-sdk-and-unreal-engine-5-plugins\u002F",{"image":1194,"title":1195,"description":1196},{"url":13},"NVIDIA Developer — Izgradnja AI saputnika na uređaju","Zvanični članak iz juna 2026. koji predstavlja Game Agent SDK, dodatke za Unreal Engine i arhitekturu AI saputnika na uređaju.",{},{"id":1199,"data":1200,"type":1178,"tunes":1206},"src-pubg-beta",{"link":1201,"meta":1202},"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fpubg-ally-ai-teammate-beta-available-now\u002F",{"image":1203,"title":1204,"description":1205},{"url":13},"NVIDIA GeForce — PUBG Ally Duo Mode Beta","Zvanični članak koji opisuje PUBG Ally kao kolaborativnog autonomnog AI saigrača i evoluciju ACE-a izvan konverzacijskih NPC-ova.",{},{"id":1208,"data":1209,"type":1178,"tunes":1215},"src-multilingual",{"link":1210,"meta":1211},"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fwhats-new-for-game-developers-in-nvidia-rtx-dlss-4-5-for-ue5-and-multilingual-ai-characters\u002F",{"image":1212,"title":1213,"description":1214},{"url":13},"NVIDIA Developer — Višejezični AI likovi","Zvanično ažuriranje iz maja 2026. koje opisuje višejezične ACE modele na uređaju za jezik, ASR i TTS.",{},"2.31","Jezički model može da razume taktiku i nameru igrača, ali ne bi trebalo direktno da kontroliše svaki pokret i borbenu reakciju. PUBG Ally prikazuje praktičniju arhitekturu: brzu kontrolu pomoću stabla ponašanja za refleksne radnje, u kombinaciji sa malim jezičkim modelom za planiranje, koordinaciju i prirodan razgovor.","\u002Fuploads\u002F2026\u002F09\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb.webp","pubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning-1790376777825-bi2zzb","PUBLISHED","2026-09-25T18:51:00.000Z","2026-09-25T22:51:40.254Z","2026-09-25T22:56:33.518Z",{"en":1225,"de":1226,"sr":1227,"es":1228,"fr":1229,"it":1230,"ru":1231,"zh":1232},"\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","\u002Fde\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","\u002Fsr\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","\u002Fes\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","\u002Ffr\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","\u002Fit\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","\u002Fru\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning","\u002Fzh\u002Fblog\u002Fpubg-ally-shows-why-ai-teammates-need-two-brains-fast-reflexes-and-slow-reasoning",[1234,1238,1242,1246,1250,1254],{"id":1235,"name":1236,"slug":1237},262,"Super Smash Bros.","super-smash-bros",{"id":1239,"name":1240,"slug":1241},251,"Замућење и перзистенција","blur-and-persistence",{"id":1243,"name":1244,"slug":1245},252,"Овердрајв и замућење","overdrive-and-smearing",{"id":1247,"name":1248,"slug":1249},253,"Освежавање и јасноћа","refresh-and-clarity",{"id":1251,"name":1252,"slug":1253},430,"Animal Crossing","animal-crossing",{"id":1255,"name":1256,"slug":1257},337,"Исправна правила за ограничење кадрова","correct-frame-cap-rules",{"id":392,"login":1259,"email":1260,"displayName":1261},"aleksandar","aleksandar@stajic.de","Aleksandar Stajic",[1263,1804],{"lang":8,"title":1264,"content":1265,"contentJson":1266,"excerpt":1803},"PUBG Ally Shows Why AI Teammates Need Two Brains: Fast Reflexes and Slow Reasoning","{\"time\":1790376779898,\"blocks\":[{\"id\":\"intro\",\"type\":\"paragraph\",\"data\":{\"text\":\"A language model can talk about a firefight, but it should not be responsible for every movement, aim adjustment and split-second reaction inside one. NVIDIA ACE and KRAFTON's PUBG Ally show why useful AI teammates need more than a single model: fast gameplay control and slower language reasoning are different jobs.\"},\"tunes\":{}},{\"id\":\"direct\",\"type\":\"callout\",\"data\":{\"variant\":\"info\",\"title\":\"Direct answer\",\"body\":\"\u003Cstrong>The strongest architecture for an AI teammate is not “LLM controls everything.”\u003C\u002Fstrong> PUBG Ally separates fast reactive gameplay from deliberate reasoning. A behavior-tree layer handles reflex-level movement and combat, while a small language model interprets player intent, live game state and higher-level coordination.\"},\"tunes\":{}},{\"id\":\"model-note\",\"type\":\"callout\",\"data\":{\"variant\":\"note\",\"title\":\"The model used in this article\",\"body\":\"The Two-Speed Game Agent model and Action Authority Boundary below are practical Figure Rocks frameworks inspired by the architecture publicly described for NVIDIA ACE and PUBG Ally. They are not official NVIDIA or KRAFTON terminology.\"},\"tunes\":{}},{\"id\":\"toc\",\"type\":\"tableOfContents\",\"data\":{\"title\":\"Contents\",\"minLevel\":2,\"maxLevel\":3},\"tunes\":{}},{\"id\":\"h-one-model\",\"type\":\"header\",\"data\":{\"text\":\"Why one AI model should not run the whole character\",\"level\":2},\"tunes\":{}},{\"id\":\"p-one-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A modern game character has to solve several problems at radically different timescales.\"},\"tunes\":{}},{\"id\":\"p-one-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"It may need to avoid an obstacle in milliseconds, react to nearby gunfire, follow a player command, decide whether to loot, explain a plan in natural language and remember what the player asked earlier.\"},\"tunes\":{}},{\"id\":\"p-one-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Trying to force all of that through one language-model loop creates a timing mismatch. The model is good at semantic reasoning and planning, but real-time control often needs deterministic logic that can react every game tick.\"},\"tunes\":{}},{\"id\":\"h-two-speed\",\"type\":\"header\",\"data\":{\"text\":\"PUBG Ally uses a two-speed architecture\",\"level\":2},\"tunes\":{}},{\"id\":\"p-two-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"KRAFTON describes PUBG Ally as a co-playable AI teammate powered by NVIDIA ACE. The system combines player voice, live match state, a small language model and game-side control logic.\"},\"tunes\":{}},{\"id\":\"p-two-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"According to NVIDIA's technical deep dive, the architecture separates a System 1 behavior tree from a System 2 language model. The behavior tree handles fast reactive gameplay such as movement and combat, while the language model handles deliberate reasoning, communication and coordination.\"},\"tunes\":{}},{\"id\":\"p-two-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That split is one of the most important design patterns in real-time game AI because it gives each subsystem authority over the work it is actually suited to perform.\"},\"tunes\":{}},{\"id\":\"h-model\",\"type\":\"header\",\"data\":{\"text\":\"The Two-Speed Game Agent model\",\"level\":2},\"tunes\":{}},{\"id\":\"two-speed-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"How a practical AI teammate can divide the work\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"1. Perception and observation\",\"description\":\"The game exposes relevant live state such as position, inventory, threats, nearby objects and player requests.\"},{\"label\":\"2. Deliberate reasoning\",\"description\":\"The language model interprets intent, chooses a goal, plans and decides which tool or action class to invoke.\"},{\"label\":\"3. Action handoff\",\"description\":\"The high-level decision is converted into structured game-side commands.\"},{\"label\":\"4. Reactive execution\",\"description\":\"Behavior trees or other deterministic controllers handle movement, combat, navigation and reflex-level reactions.\"},{\"label\":\"5. Re-observation\",\"description\":\"The agent reads the changed game state and updates its plan when the world no longer matches the previous assumptions.\"}]},\"tunes\":{}},{\"id\":\"system-table\",\"type\":\"comparison\",\"data\":{\"title\":\"System 1 vs System 2 in a game agent\",\"layout\":\"table\",\"columns\":[{\"id\":\"system1\",\"label\":\"Fast reactive layer\"},{\"id\":\"system2\",\"label\":\"Deliberate reasoning layer\"}],\"rows\":[{\"id\":\"timescale\",\"label\":\"Timescale\",\"values\":[\"\",\"\"]},{\"id\":\"tasks\",\"label\":\"Typical tasks\",\"values\":[\"\",\"\"]},{\"id\":\"failure\",\"label\":\"If it is too slow\",\"values\":[\"\",\"\"]},{\"id\":\"control\",\"label\":\"Best control style\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"h-state\",\"type\":\"header\",\"data\":{\"text\":\"Live game state is what makes the model useful\",\"level\":2},\"tunes\":{}},{\"id\":\"p-state-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The PUBG Ally model does not reason from dialogue alone. NVIDIA says the game engine exposes live match state to the agent through observation tools represented as textual descriptions.\"},\"tunes\":{}},{\"id\":\"p-state-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That matters because a teammate needs to know what is happening now: what the player said, what items exist nearby, where danger is coming from and whether the previous plan is still valid.\"},\"tunes\":{}},{\"id\":\"p-state-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"This is the same reliability principle that applies to any game assistant: general game knowledge is not enough when the correct action depends on current session state.\"},\"tunes\":{}},{\"id\":\"ref-state\",\"type\":\"referralArticle\",\"data\":{\"url\":\"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fyour-game-assistant-knows-the-game-but-does-it-know-your-game-state\",\"title\":\"Your Game Assistant Knows the Game — But Does It Know Your Game State?\",\"excerpt\":\"Why current health, inventory, quest flags, cooldowns and other live state determine whether AI game advice is actually valid.\",\"ctaLabel\":\"Read the game-state guide\"},\"tunes\":{}},{\"id\":\"h-authority\",\"type\":\"header\",\"data\":{\"text\":\"The Action Authority Boundary\",\"level\":2},\"tunes\":{}},{\"id\":\"p-auth-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A useful real-time game agent needs a clear boundary between what the model may decide and what the game engine may actually execute.\"},\"tunes\":{}},{\"id\":\"p-auth-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The model can choose a goal such as “move to cover,” “loot ammunition,” “follow the player” or “engage that enemy.” The game-side controller should then translate that intent into legal, bounded actions that obey navigation, animation, cooldowns, physics and game rules.\"},\"tunes\":{}},{\"id\":\"auth-rule\",\"type\":\"callout\",\"data\":{\"variant\":\"success\",\"title\":\"The safety pattern\",\"body\":\"Let the model choose among \u003Cstrong>authorized intentions\u003C\u002Fstrong>. Let the engine execute only \u003Cstrong>validated game actions\u003C\u002Fstrong>.\"},\"tunes\":{}},{\"id\":\"authority-table\",\"type\":\"comparison\",\"data\":{\"title\":\"Good vs dangerous agent control\",\"layout\":\"table\",\"columns\":[{\"id\":\"good\",\"label\":\"Bounded architecture\"},{\"id\":\"bad\",\"label\":\"Unbounded architecture\"}],\"rows\":[{\"id\":\"movement\",\"label\":\"Movement\",\"values\":[\"\",\"\"]},{\"id\":\"combat\",\"label\":\"Combat\",\"values\":[\"\",\"\"]},{\"id\":\"inventory\",\"label\":\"Inventory\",\"values\":[\"\",\"\"]},{\"id\":\"speech\",\"label\":\"Speech\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"h-event\",\"type\":\"header\",\"data\":{\"text\":\"Why event-driven reasoning beats constant language-model polling\",\"level\":2},\"tunes\":{}},{\"id\":\"p-event-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"PUBG Ally's model loop is described as event-driven. It can be triggered by the player speaking or by relevant in-game events.\"},\"tunes\":{}},{\"id\":\"p-event-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is more efficient than asking the model to rethink the entire world on every frame. Most frames do not require a strategic decision.\"},\"tunes\":{}},{\"id\":\"p-event-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"A good trigger system calls the language model when semantics matter: a new order arrives, a threat changes the plan, an objective is completed, an item becomes relevant or the current plan fails.\"},\"tunes\":{}},{\"id\":\"h-trigger\",\"type\":\"header\",\"data\":{\"text\":\"The Decision Trigger Filter\",\"level\":2},\"tunes\":{}},{\"id\":\"trigger-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"When should the language model wake up?\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"Player intent changed\",\"description\":\"A new spoken or textual request requires interpretation.\"},{\"label\":\"Plan invalidated\",\"description\":\"The target disappeared, path failed, item is gone or combat changed the situation.\"},{\"label\":\"High-level milestone reached\",\"description\":\"The character arrived, looted, healed or completed a planned subgoal.\"},{\"label\":\"Important new observation\",\"description\":\"A new threat, resource or strategic opportunity appears.\"},{\"label\":\"Conversation needed\",\"description\":\"The agent should confirm, explain or ask for clarification.\"},{\"label\":\"Otherwise stay reactive\",\"description\":\"Let low-level controllers continue without unnecessary model inference.\"}]},\"tunes\":{}},{\"id\":\"h-local\",\"type\":\"header\",\"data\":{\"text\":\"On-device inference changes the design space\",\"level\":2},\"tunes\":{}},{\"id\":\"p-local-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"NVIDIA ACE is designed around on-device inference as well as cloud options. For PUBG Ally, NVIDIA says the small language model runs locally on the player's GPU.\"},\"tunes\":{}},{\"id\":\"p-local-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The published architecture uses a 2B-parameter Mistral-NeMo-Minitron model designed to fit into the VRAM headroom remaining after PUBG itself is running.\"},\"tunes\":{}},{\"id\":\"p-local-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is a non-trivial constraint. Game AI cannot simply consume all available GPU memory or compute because the graphics workload still has priority.\"},\"tunes\":{}},{\"id\":\"h-contention\",\"type\":\"header\",\"data\":{\"text\":\"AI inference now competes with rendering\",\"level\":2},\"tunes\":{}},{\"id\":\"p-contention-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"This creates a new resource problem for games: graphics and AI inference may share the same GPU.\"},\"tunes\":{}},{\"id\":\"p-contention-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"NVIDIA's In-Game Inferencing SDK is designed to schedule local AI models alongside graphics workloads. Its purpose is not only to run models, but to do so without destroying the game's frame-time budget.\"},\"tunes\":{}},{\"id\":\"p-contention-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That means future performance reviews may need to measure not only DLSS, ray tracing and VRAM use, but also the cost of local NPC inference.\"},\"tunes\":{}},{\"id\":\"h-budget\",\"type\":\"header\",\"data\":{\"text\":\"The Game AI Resource Budget\",\"level\":2},\"tunes\":{}},{\"id\":\"resource-table\",\"type\":\"table\",\"data\":{\"withHeadings\":true,\"stretched\":false,\"content\":[[\"Resource\",\"Graphics needs it for\",\"AI agent needs it for\"],[\"VRAM\",\"Textures, buffers, geometry, ray tracing, frame generation\",\"Model weights, KV cache, embeddings and inference buffers\"],[\"GPU compute\",\"Rasterization, RT, neural graphics\",\"SLM\u002FASR\u002FTTS inference\"],[\"CPU time\",\"Simulation, draw submission, game systems\",\"Agent orchestration, tools, text processing\"],[\"Memory bandwidth\",\"Asset and render workloads\",\"Model execution and data movement\"],[\"Frame-time headroom\",\"Smooth presentation\",\"Low-latency inference without visible stutter\"]]},\"tunes\":{}},{\"id\":\"h-small\",\"type\":\"header\",\"data\":{\"text\":\"Why small models make sense inside games\",\"level\":2},\"tunes\":{}},{\"id\":\"p-small-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"A game agent does not need to know everything on the internet. It needs to understand the game's vocabulary, current state, action tools and a limited set of relevant knowledge.\"},\"tunes\":{}},{\"id\":\"p-small-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That is why NVIDIA ACE emphasizes small models optimized for gaming hardware. KRAFTON also describes domain adaptation for PUBG Ally: the model was constrained to the Sanhok map and AI Duo context and trained around PUBG-specific concepts and tool use.\"},\"tunes\":{}},{\"id\":\"p-small-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"A smaller specialized model can be more useful than a much larger general model if its world, tools and action boundaries are well defined.\"},\"tunes\":{}},{\"id\":\"h-rag-tools\",\"type\":\"header\",\"data\":{\"text\":\"RAG and tools solve different problems\",\"level\":2},\"tunes\":{}},{\"id\":\"p-rag-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"NVIDIA's ACE Game Agent SDK exposes Agent, Chat and RAG APIs. Those are separate capabilities because knowledge retrieval and action execution are not the same thing.\"},\"tunes\":{}},{\"id\":\"p-rag-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"RAG can provide grounded game knowledge such as item rules, faction data or mechanics. Tools expose what the agent can observe or do in the live game.\"},\"tunes\":{}},{\"id\":\"p-rag-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"An agent can retrieve the correct fact and still fail if it has the wrong live state or invokes the wrong action. Knowledge, state and action authority all need separate validation.\"},\"tunes\":{}},{\"id\":\"h-traditional\",\"type\":\"header\",\"data\":{\"text\":\"What traditional NPCs still do better\",\"level\":2},\"tunes\":{}},{\"id\":\"p-trad-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"Language-model agents are not automatically better at every NPC task.\"},\"tunes\":{}},{\"id\":\"p-trad-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Scripted logic is cheaper, easier to test and more predictable when the desired behavior is already known. A door guard who has three fixed states does not need an agentic reasoning loop.\"},\"tunes\":{}},{\"id\":\"p-trad-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The strongest use cases are situations where natural language, broad planning, contextual adaptation or player-specific coordination create value that static logic struggles to provide.\"},\"tunes\":{}},{\"id\":\"scripted-agentic\",\"type\":\"comparison\",\"data\":{\"title\":\"When to use scripted AI vs agentic AI\",\"layout\":\"table\",\"columns\":[{\"id\":\"scripted\",\"label\":\"Traditional\u002Fscripted AI\"},{\"id\":\"agentic\",\"label\":\"Agentic AI\"}],\"rows\":[{\"id\":\"predictability\",\"label\":\"Predictability\",\"values\":[\"\",\"\"]},{\"id\":\"language\",\"label\":\"Open-ended language\",\"values\":[\"\",\"\"]},{\"id\":\"adaptation\",\"label\":\"Unexpected player intent\",\"values\":[\"\",\"\"]},{\"id\":\"latency\",\"label\":\"Reflex actions\",\"values\":[\"\",\"\"]},{\"id\":\"testing\",\"label\":\"Deterministic QA\",\"values\":[\"\",\"\"]}]},\"tunes\":{}},{\"id\":\"h-reliability\",\"type\":\"header\",\"data\":{\"text\":\"The Agent Reliability Loop\",\"level\":2},\"tunes\":{}},{\"id\":\"reliability-flow\",\"type\":\"processFlow\",\"data\":{\"title\":\"What should happen before and after every meaningful agent action\",\"orientation\":\"auto\",\"steps\":[{\"label\":\"Observe\",\"description\":\"Read only the current state relevant to the decision.\"},{\"label\":\"Reason\",\"description\":\"Choose a goal or action class from the observed state and player intent.\"},{\"label\":\"Validate\",\"description\":\"Check that the action is legal, available and authorized.\"},{\"label\":\"Execute\",\"description\":\"Hand the intent to deterministic game-side control.\"},{\"label\":\"Confirm\",\"description\":\"Read the resulting game state rather than assuming success.\"},{\"label\":\"Replan\",\"description\":\"If the result differs from expectation, update the plan instead of hallucinating continuity.\"}]},\"tunes\":{}},{\"id\":\"action-warning\",\"type\":\"callout\",\"data\":{\"variant\":\"warning\",\"title\":\"The most dangerous game-agent hallucination\",\"body\":\"It is not only saying a wrong fact. It is \u003Cstrong>believing an action succeeded when the engine says it did not\u003C\u002Fstrong>. Every meaningful action should close with state confirmation.\"},\"tunes\":{}},{\"id\":\"h-speech\",\"type\":\"header\",\"data\":{\"text\":\"Why natural speech makes errors more convincing\",\"level\":2},\"tunes\":{}},{\"id\":\"p-speech-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"ACE can combine automatic speech recognition, language reasoning and text-to-speech so a teammate can hear, act and speak naturally.\"},\"tunes\":{}},{\"id\":\"p-speech-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"That improves immersion, but it also increases the need for grounding. A confident spoken sentence such as “I picked up the med kit” sounds authoritative even if the item interaction failed.\"},\"tunes\":{}},{\"id\":\"p-speech-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"Speech should therefore report confirmed state wherever possible, not merely the model's intended action.\"},\"tunes\":{}},{\"id\":\"h-multilingual\",\"type\":\"header\",\"data\":{\"text\":\"Multilingual game agents are becoming practical\",\"level\":2},\"tunes\":{}},{\"id\":\"p-multi-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"NVIDIA expanded ACE in 2026 with multilingual on-device models for language, speech recognition and speech synthesis.\"},\"tunes\":{}},{\"id\":\"p-multi-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"NVIDIA's May 2026 developer update describes Qwen 3.5 4B support across 201 languages and dialects, Riva Parakeet TDT 600M speech recognition for 25 languages and Chatterbox Multilingual 500M voices across 24 languages.\"},\"tunes\":{}},{\"id\":\"p-multi-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"That broadens the design space for AI companions beyond English-only demos and makes local language interaction a realistic product feature.\"},\"tunes\":{}},{\"id\":\"h-change\",\"type\":\"header\",\"data\":{\"text\":\"What would change this answer?\",\"level\":2},\"tunes\":{}},{\"id\":\"p-change-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The architecture could become more unified if future models achieve deterministic sub-frame action latency while remaining small enough to run continuously beside graphics workloads. Today, separating reflex control from semantic reasoning remains the more practical design.\"},\"tunes\":{}},{\"id\":\"p-change-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"Specialized neural control policies may also replace some traditional behavior-tree functions, but the need for explicit action authority, state validation and fast execution will remain.\"},\"tunes\":{}},{\"id\":\"h-limit\",\"type\":\"header\",\"data\":{\"text\":\"Limitations\",\"level\":2},\"tunes\":{}},{\"id\":\"p-limit-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"PUBG Ally is one implementation, not proof that every game should adopt the same architecture. Different genres have different latency, determinism, hardware and gameplay requirements.\"},\"tunes\":{}},{\"id\":\"p-limit-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"The public architecture details are also primarily provided by NVIDIA and KRAFTON. They are useful for understanding the implemented system but should not be treated as independent performance benchmarking.\"},\"tunes\":{}},{\"id\":\"h-conclusion\",\"type\":\"header\",\"data\":{\"text\":\"Conclusion\",\"level\":2},\"tunes\":{}},{\"id\":\"p-conc-1\",\"type\":\"paragraph\",\"data\":{\"text\":\"The future of game agents is unlikely to be one giant model replacing the game AI stack.\"},\"tunes\":{}},{\"id\":\"p-conc-2\",\"type\":\"paragraph\",\"data\":{\"text\":\"PUBG Ally points toward a hybrid architecture instead: language models interpret intent and make high-level decisions; deterministic controllers execute fast gameplay; live state keeps the model grounded; and the game engine retains authority over what can actually happen.\"},\"tunes\":{}},{\"id\":\"p-conc-3\",\"type\":\"paragraph\",\"data\":{\"text\":\"The winning design is not the agent that thinks about everything. It is the agent that knows what it should think about—and what should stay in the game loop.\"},\"tunes\":{}},{\"id\":\"h-faq\",\"type\":\"header\",\"data\":{\"text\":\"FAQ\",\"level\":2},\"tunes\":{}},{\"id\":\"faq\",\"type\":\"faq\",\"data\":{\"title\":\"AI teammates, NVIDIA ACE and game agents\",\"items\":[{\"id\":\"faq1\",\"question\":\"Does PUBG Ally use one AI model to control everything?\",\"answer\":\"No. KRAFTON's published architecture separates language-model reasoning from fast behavior-tree control for movement and combat.\"},{\"id\":\"faq2\",\"question\":\"Why not let an LLM control movement directly?\",\"answer\":\"Language-model inference is designed for semantic reasoning, not deterministic per-tick motor control. Fast gameplay actions benefit from bounded game-side controllers.\"},{\"id\":\"faq3\",\"question\":\"Does PUBG Ally run in the cloud?\",\"answer\":\"NVIDIA says the core ACE models used by PUBG Ally run locally on the player's GPU, including the small language model.\"},{\"id\":\"faq4\",\"question\":\"How does the AI know what is happening in the match?\",\"answer\":\"The game exposes live state through observation tools, while player voice is transcribed and combined with that state for model reasoning.\"},{\"id\":\"faq5\",\"question\":\"What is the ACE Game Agent SDK?\",\"answer\":\"It is NVIDIA's lightweight C\u002FC++ framework for native in-game agents, exposing Agent, Chat and RAG APIs and designed for on-device integration.\"},{\"id\":\"faq6\",\"question\":\"Will AI agents replace scripted NPCs?\",\"answer\":\"Not everywhere. Scripted AI remains cheaper, deterministic and effective for bounded behaviors. Agentic AI is most useful where language, adaptation and open-ended coordination matter.\"}]},\"tunes\":{}},{\"id\":\"h-glossary\",\"type\":\"header\",\"data\":{\"text\":\"Glossary\",\"level\":2},\"tunes\":{}},{\"id\":\"glossary\",\"type\":\"glossary\",\"data\":{\"title\":\"Key game-agent terms\",\"entries\":[{\"term\":\"System 1 control\",\"definition\":\"Fast reactive game-side logic used for immediate actions such as movement, combat and navigation.\",\"anchor\":\"system-1-control\"},{\"term\":\"System 2 reasoning\",\"definition\":\"Slower deliberate reasoning used for planning, player intent interpretation, coordination and conversation.\",\"anchor\":\"system-2-reasoning\"},{\"term\":\"Two-Speed Game Agent\",\"definition\":\"A Figure Rocks model that separates reflex-level game control from higher-level model reasoning.\",\"anchor\":\"two-speed-game-agent\"},{\"term\":\"Action Authority Boundary\",\"definition\":\"A Figure Rocks concept defining which intentions a model may choose and which legal actions the game engine is allowed to execute.\",\"anchor\":\"action-authority-boundary\"},{\"term\":\"Observation tool\",\"definition\":\"A game-side interface that exposes selected current state to an AI agent in a structured or textual form.\",\"anchor\":\"observation-tool\"},{\"term\":\"Agent harness\",\"definition\":\"The orchestration layer connecting model inference, observations, tools, memory, retrieval and game-side execution.\",\"anchor\":\"agent-harness\"},{\"term\":\"NVIGI\",\"definition\":\"NVIDIA's in-game inferencing framework for running and scheduling local AI models alongside game graphics workloads.\",\"anchor\":\"nvigi\"}]},\"tunes\":{}},{\"id\":\"h-sources\",\"type\":\"header\",\"data\":{\"text\":\"Primary sources\",\"level\":2},\"tunes\":{}},{\"id\":\"src-pubg-deep-dive\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fhow-krafton-built-pubg-ally-a-co-playable-character-powered-by-nvidia-ace\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Developer — How KRAFTON Built PUBG Ally\",\"description\":\"Official technical deep dive covering the System 1 behavior-tree \u002F System 2 SLM architecture, live game-state observations, on-device inference and domain adaptation.\"}},\"tunes\":{}},{\"id\":\"src-ace-sdk\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Face-for-games\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Developer — ACE for Games\",\"description\":\"Official ACE overview covering the Game Agent SDK, Agent\u002FChat\u002FRAG APIs, on-device models and autonomous game-character use cases.\"}},\"tunes\":{}},{\"id\":\"src-ace-companions\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fbuild-on-device-ai-companions-with-the-nvidia-ace-game-agent-sdk-and-unreal-engine-5-plugins\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Developer — Build On-Device AI Companions\",\"description\":\"Official June 2026 article introducing the Game Agent SDK, Unreal Engine plugins and on-device AI companion architecture.\"}},\"tunes\":{}},{\"id\":\"src-pubg-beta\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fwww.nvidia.com\u002Fen-us\u002Fgeforce\u002Fnews\u002Fpubg-ally-ai-teammate-beta-available-now\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA GeForce — PUBG Ally Duo Mode Beta\",\"description\":\"Official article describing PUBG Ally as a collaborative autonomous AI teammate and the evolution of ACE beyond conversational NPCs.\"}},\"tunes\":{}},{\"id\":\"src-multilingual\",\"type\":\"linkTool\",\"data\":{\"link\":\"https:\u002F\u002Fdeveloper.nvidia.com\u002Fblog\u002Fwhats-new-for-game-developers-in-nvidia-rtx-dlss-4-5-for-ue5-and-multilingual-ai-characters\u002F\",\"meta\":{\"image\":{\"url\":\"\"},\"title\":\"NVIDIA Developer — Multilingual AI Characters\",\"description\":\"Official May 2026 update describing multilingual on-device ACE models for language, ASR and TTS.\"}},\"tunes\":{}}],\"version\":\"2.31.6\"}",{"time":1267,"blocks":1268,"version":1802},1790376779898,[1269,1273,1278,1283,1287,1291,1295,1299,1303,1307,1311,1315,1319,1323,1343,1365,1369,1373,1377,1381,1388,1392,1396,1400,1405,1427,1431,1435,1439,1443,1447,1470,1474,1478,1482,1486,1490,1494,1498,1502,1506,1532,1536,1540,1544,1548,1552,1556,1560,1564,1568,1572,1576,1580,1605,1609,1632,1637,1641,1645,1649,1653,1657,1661,1665,1669,1673,1677,1681,1685,1689,1693,1697,1701,1705,1709,1713,1736,1740,1764,1768,1775,1782,1789,1795],{"id":541,"data":1270,"type":544,"tunes":1272},{"text":1271},"A language model can talk about a firefight, but it should not be responsible for every movement, aim adjustment and split-second reaction inside one. NVIDIA ACE and KRAFTON's PUBG Ally show why useful AI teammates need more than a single model: fast gameplay control and slower language reasoning are different jobs.",{},{"id":547,"data":1274,"type":552,"tunes":1277},{"body":1275,"title":1276,"variant":551},"\u003Cstrong>The strongest architecture for an AI teammate is not “LLM controls everything.”\u003C\u002Fstrong> PUBG Ally separates fast reactive gameplay from deliberate reasoning. A behavior-tree layer handles reflex-level movement and combat, while a small language model interprets player intent, live game state and higher-level coordination.","Direct answer",{},{"id":555,"data":1279,"type":552,"tunes":1282},{"body":1280,"title":1281,"variant":559},"The Two-Speed Game Agent model and Action Authority Boundary below are practical Figure Rocks frameworks inspired by the architecture publicly described for NVIDIA ACE and PUBG Ally. They are not official NVIDIA or KRAFTON terminology.","The model used in this article",{},{"id":562,"data":1284,"type":566,"tunes":1286},{"title":1285,"maxLevel":565,"minLevel":47},"Contents",{},{"id":569,"data":1288,"type":572,"tunes":1290},{"text":1289,"level":47},"Why one AI model should not run the whole character",{},{"id":575,"data":1292,"type":544,"tunes":1294},{"text":1293},"A modern game character has to solve several problems at radically different timescales.",{},{"id":580,"data":1296,"type":544,"tunes":1298},{"text":1297},"It may need to avoid an obstacle in milliseconds, react to nearby gunfire, follow a player command, decide whether to loot, explain a plan in natural language and remember what the player asked earlier.",{},{"id":585,"data":1300,"type":544,"tunes":1302},{"text":1301},"Trying to force all of that through one language-model loop creates a timing mismatch. The model is good at semantic reasoning and planning, but real-time control often needs deterministic logic that can react every game tick.",{},{"id":590,"data":1304,"type":572,"tunes":1306},{"text":1305,"level":47},"PUBG Ally uses a two-speed architecture",{},{"id":595,"data":1308,"type":544,"tunes":1310},{"text":1309},"KRAFTON describes PUBG Ally as a co-playable AI teammate powered by NVIDIA ACE. The system combines player voice, live match state, a small language model and game-side control logic.",{},{"id":600,"data":1312,"type":544,"tunes":1314},{"text":1313},"According to NVIDIA's technical deep dive, the architecture separates a System 1 behavior tree from a System 2 language model. The behavior tree handles fast reactive gameplay such as movement and combat, while the language model handles deliberate reasoning, communication and coordination.",{},{"id":605,"data":1316,"type":544,"tunes":1318},{"text":1317},"That split is one of the most important design patterns in real-time game AI because it gives each subsystem authority over the work it is actually suited to perform.",{},{"id":610,"data":1320,"type":572,"tunes":1322},{"text":1321,"level":47},"The Two-Speed Game Agent model",{},{"id":615,"data":1324,"type":635,"tunes":1342},{"steps":1325,"title":1341,"orientation":634},[1326,1329,1332,1335,1338],{"label":1327,"description":1328},"1. Perception and observation","The game exposes relevant live state such as position, inventory, threats, nearby objects and player requests.",{"label":1330,"description":1331},"2. Deliberate reasoning","The language model interprets intent, chooses a goal, plans and decides which tool or action class to invoke.",{"label":1333,"description":1334},"3. Action handoff","The high-level decision is converted into structured game-side commands.",{"label":1336,"description":1337},"4. Reactive execution","Behavior trees or other deterministic controllers handle movement, combat, navigation and reflex-level reactions.",{"label":1339,"description":1340},"5. Re-observation","The agent reads the changed game state and updates its plan when the world no longer matches the previous assumptions.","How a practical AI teammate can divide the work",{},{"id":638,"data":1344,"type":666,"tunes":1364},{"rows":1345,"title":1358,"layout":658,"columns":1359},[1346,1349,1352,1355],{"id":642,"label":1347,"values":1348},"Timescale",[13,13],{"id":646,"label":1350,"values":1351},"Typical tasks",[13,13],{"id":650,"label":1353,"values":1354},"If it is too slow",[13,13],{"id":654,"label":1356,"values":1357},"Best control style",[13,13],"System 1 vs System 2 in a game agent",[1360,1362],{"id":661,"label":1361},"Fast reactive layer",{"id":664,"label":1363},"Deliberate reasoning layer",{},{"id":669,"data":1366,"type":572,"tunes":1368},{"text":1367,"level":47},"Live game state is what makes the model useful",{},{"id":674,"data":1370,"type":544,"tunes":1372},{"text":1371},"The PUBG Ally model does not reason from dialogue alone. NVIDIA says the game engine exposes live match state to the agent through observation tools represented as textual descriptions.",{},{"id":679,"data":1374,"type":544,"tunes":1376},{"text":1375},"That matters because a teammate needs to know what is happening now: what the player said, what items exist nearby, where danger is coming from and whether the previous plan is still valid.",{},{"id":684,"data":1378,"type":544,"tunes":1380},{"text":1379},"This is the same reliability principle that applies to any game assistant: general game knowledge is not enough when the correct action depends on current session state.",{},{"id":689,"data":1382,"type":695,"tunes":1387},{"url":1383,"title":1384,"excerpt":1385,"ctaLabel":1386},"https:\u002F\u002Ffigure.rocks\u002Fblog\u002Fyour-game-assistant-knows-the-game-but-does-it-know-your-game-state","Your Game Assistant Knows the Game — But Does It Know Your Game State?","Why current health, inventory, quest flags, cooldowns and other live state determine whether AI game advice is actually valid.","Read the game-state guide",{},{"id":698,"data":1389,"type":572,"tunes":1391},{"text":1390,"level":47},"The Action Authority Boundary",{},{"id":703,"data":1393,"type":544,"tunes":1395},{"text":1394},"A useful real-time game agent needs a clear boundary between what the model may decide and what the game engine may actually execute.",{},{"id":708,"data":1397,"type":544,"tunes":1399},{"text":1398},"The model can choose a goal such as “move to cover,” “loot ammunition,” “follow the player” or “engage that enemy.” The game-side controller should then translate that intent into legal, bounded actions that obey navigation, animation, cooldowns, physics and game rules.",{},{"id":713,"data":1401,"type":552,"tunes":1404},{"body":1402,"title":1403,"variant":717},"Let the model choose among \u003Cstrong>authorized intentions\u003C\u002Fstrong>. Let the engine execute only \u003Cstrong>validated game actions\u003C\u002Fstrong>.","The safety pattern",{},{"id":720,"data":1406,"type":666,"tunes":1426},{"rows":1407,"title":1420,"layout":658,"columns":1421},[1408,1411,1414,1417],{"id":724,"label":1409,"values":1410},"Movement",[13,13],{"id":728,"label":1412,"values":1413},"Combat",[13,13],{"id":732,"label":1415,"values":1416},"Inventory",[13,13],{"id":736,"label":1418,"values":1419},"Speech",[13,13],"Good vs dangerous agent control",[1422,1424],{"id":742,"label":1423},"Bounded architecture",{"id":745,"label":1425},"Unbounded architecture",{},{"id":749,"data":1428,"type":572,"tunes":1430},{"text":1429,"level":47},"Why event-driven reasoning beats constant language-model polling",{},{"id":754,"data":1432,"type":544,"tunes":1434},{"text":1433},"PUBG Ally's model loop is described as event-driven. It can be triggered by the player speaking or by relevant in-game events.",{},{"id":759,"data":1436,"type":544,"tunes":1438},{"text":1437},"That is more efficient than asking the model to rethink the entire world on every frame. Most frames do not require a strategic decision.",{},{"id":764,"data":1440,"type":544,"tunes":1442},{"text":1441},"A good trigger system calls the language model when semantics matter: a new order arrives, a threat changes the plan, an objective is completed, an item becomes relevant or the current plan fails.",{},{"id":769,"data":1444,"type":572,"tunes":1446},{"text":1445,"level":47},"The Decision Trigger Filter",{},{"id":774,"data":1448,"type":635,"tunes":1469},{"steps":1449,"title":1468,"orientation":634},[1450,1453,1456,1459,1462,1465],{"label":1451,"description":1452},"Player intent changed","A new spoken or textual request requires interpretation.",{"label":1454,"description":1455},"Plan invalidated","The target disappeared, path failed, item is gone or combat changed the situation.",{"label":1457,"description":1458},"High-level milestone reached","The character arrived, looted, healed or completed a planned subgoal.",{"label":1460,"description":1461},"Important new observation","A new threat, resource or strategic opportunity appears.",{"label":1463,"description":1464},"Conversation needed","The agent should confirm, explain or ask for clarification.",{"label":1466,"description":1467},"Otherwise stay reactive","Let low-level controllers continue without unnecessary model inference.","When should the language model wake up?",{},{"id":798,"data":1471,"type":572,"tunes":1473},{"text":1472,"level":47},"On-device inference changes the design space",{},{"id":803,"data":1475,"type":544,"tunes":1477},{"text":1476},"NVIDIA ACE is designed around on-device inference as well as cloud options. For PUBG Ally, NVIDIA says the small language model runs locally on the player's GPU.",{},{"id":808,"data":1479,"type":544,"tunes":1481},{"text":1480},"The published architecture uses a 2B-parameter Mistral-NeMo-Minitron model designed to fit into the VRAM headroom remaining after PUBG itself is running.",{},{"id":813,"data":1483,"type":544,"tunes":1485},{"text":1484},"That is a non-trivial constraint. Game AI cannot simply consume all available GPU memory or compute because the graphics workload still has priority.",{},{"id":818,"data":1487,"type":572,"tunes":1489},{"text":1488,"level":47},"AI inference now competes with rendering",{},{"id":823,"data":1491,"type":544,"tunes":1493},{"text":1492},"This creates a new resource problem for games: graphics and AI inference may share the same GPU.",{},{"id":828,"data":1495,"type":544,"tunes":1497},{"text":1496},"NVIDIA's In-Game Inferencing SDK is designed to schedule local AI models alongside graphics workloads. Its purpose is not only to run models, but to do so without destroying the game's frame-time budget.",{},{"id":833,"data":1499,"type":544,"tunes":1501},{"text":1500},"That means future performance reviews may need to measure not only DLSS, ray tracing and VRAM use, but also the cost of local NPC inference.",{},{"id":838,"data":1503,"type":572,"tunes":1505},{"text":1504,"level":47},"The Game AI Resource Budget",{},{"id":843,"data":1507,"type":658,"tunes":1531},{"content":1508,"stretched":870,"withHeadings":15},[1509,1513,1516,1519,1523,1527],[1510,1511,1512],"Resource","Graphics needs it for","AI agent needs it for",[851,1514,1515],"Textures, buffers, geometry, ray tracing, frame generation","Model weights, KV cache, embeddings and inference buffers",[855,1517,1518],"Rasterization, RT, neural graphics","SLM\u002FASR\u002FTTS inference",[1520,1521,1522],"CPU time","Simulation, draw submission, game systems","Agent orchestration, tools, text processing",[1524,1525,1526],"Memory bandwidth","Asset and render workloads","Model execution and data movement",[1528,1529,1530],"Frame-time headroom","Smooth presentation","Low-latency inference without visible stutter",{},{"id":873,"data":1533,"type":572,"tunes":1535},{"text":1534,"level":47},"Why small models make sense inside games",{},{"id":878,"data":1537,"type":544,"tunes":1539},{"text":1538},"A game agent does not need to know everything on the internet. It needs to understand the game's vocabulary, current state, action tools and a limited set of relevant knowledge.",{},{"id":883,"data":1541,"type":544,"tunes":1543},{"text":1542},"That is why NVIDIA ACE emphasizes small models optimized for gaming hardware. KRAFTON also describes domain adaptation for PUBG Ally: the model was constrained to the Sanhok map and AI Duo context and trained around PUBG-specific concepts and tool use.",{},{"id":888,"data":1545,"type":544,"tunes":1547},{"text":1546},"A smaller specialized model can be more useful than a much larger general model if its world, tools and action boundaries are well defined.",{},{"id":893,"data":1549,"type":572,"tunes":1551},{"text":1550,"level":47},"RAG and tools solve different problems",{},{"id":898,"data":1553,"type":544,"tunes":1555},{"text":1554},"NVIDIA's ACE Game Agent SDK exposes Agent, Chat and RAG APIs. Those are separate capabilities because knowledge retrieval and action execution are not the same thing.",{},{"id":903,"data":1557,"type":544,"tunes":1559},{"text":1558},"RAG can provide grounded game knowledge such as item rules, faction data or mechanics. Tools expose what the agent can observe or do in the live game.",{},{"id":908,"data":1561,"type":544,"tunes":1563},{"text":1562},"An agent can retrieve the correct fact and still fail if it has the wrong live state or invokes the wrong action. Knowledge, state and action authority all need separate validation.",{},{"id":913,"data":1565,"type":572,"tunes":1567},{"text":1566,"level":47},"What traditional NPCs still do better",{},{"id":918,"data":1569,"type":544,"tunes":1571},{"text":1570},"Language-model agents are not automatically better at every NPC task.",{},{"id":923,"data":1573,"type":544,"tunes":1575},{"text":1574},"Scripted logic is cheaper, easier to test and more predictable when the desired behavior is already known. A door guard who has three fixed states does not need an agentic reasoning loop.",{},{"id":928,"data":1577,"type":544,"tunes":1579},{"text":1578},"The strongest use cases are situations where natural language, broad planning, contextual adaptation or player-specific coordination create value that static logic struggles to provide.",{},{"id":933,"data":1581,"type":666,"tunes":1604},{"rows":1582,"title":1598,"layout":658,"columns":1599},[1583,1586,1589,1592,1595],{"id":937,"label":1584,"values":1585},"Predictability",[13,13],{"id":941,"label":1587,"values":1588},"Open-ended language",[13,13],{"id":945,"label":1590,"values":1591},"Unexpected player intent",[13,13],{"id":949,"label":1593,"values":1594},"Reflex actions",[13,13],{"id":953,"label":1596,"values":1597},"Deterministic QA",[13,13],"When to use scripted AI vs agentic AI",[1600,1602],{"id":959,"label":1601},"Traditional\u002Fscripted AI",{"id":962,"label":1603},"Agentic AI",{},{"id":966,"data":1606,"type":572,"tunes":1608},{"text":1607,"level":47},"The Agent Reliability Loop",{},{"id":971,"data":1610,"type":635,"tunes":1631},{"steps":1611,"title":1630,"orientation":634},[1612,1615,1618,1621,1624,1627],{"label":1613,"description":1614},"Observe","Read only the current state relevant to the decision.",{"label":1616,"description":1617},"Reason","Choose a goal or action class from the observed state and player intent.",{"label":1619,"description":1620},"Validate","Check that the action is legal, available and authorized.",{"label":1622,"description":1623},"Execute","Hand the intent to deterministic game-side control.",{"label":1625,"description":1626},"Confirm","Read the resulting game state rather than assuming success.",{"label":1628,"description":1629},"Replan","If the result differs from expectation, update the plan instead of hallucinating continuity.","What should happen before and after every meaningful agent action",{},{"id":995,"data":1633,"type":552,"tunes":1636},{"body":1634,"title":1635,"variant":999},"It is not only saying a wrong fact. It is \u003Cstrong>believing an action succeeded when the engine says it did not\u003C\u002Fstrong>. Every meaningful action should close with state confirmation.","The most dangerous game-agent hallucination",{},{"id":1002,"data":1638,"type":572,"tunes":1640},{"text":1639,"level":47},"Why natural speech makes errors more convincing",{},{"id":1007,"data":1642,"type":544,"tunes":1644},{"text":1643},"ACE can combine automatic speech recognition, language reasoning and text-to-speech so a teammate can hear, act and speak naturally.",{},{"id":1012,"data":1646,"type":544,"tunes":1648},{"text":1647},"That improves immersion, but it also increases the need for grounding. A confident spoken sentence such as “I picked up the med kit” sounds authoritative even if the item interaction failed.",{},{"id":1017,"data":1650,"type":544,"tunes":1652},{"text":1651},"Speech should therefore report confirmed state wherever possible, not merely the model's intended action.",{},{"id":1022,"data":1654,"type":572,"tunes":1656},{"text":1655,"level":47},"Multilingual game agents are becoming practical",{},{"id":1027,"data":1658,"type":544,"tunes":1660},{"text":1659},"NVIDIA expanded ACE in 2026 with multilingual on-device models for language, speech recognition and speech synthesis.",{},{"id":1032,"data":1662,"type":544,"tunes":1664},{"text":1663},"NVIDIA's May 2026 developer update describes Qwen 3.5 4B support across 201 languages and dialects, Riva Parakeet TDT 600M speech recognition for 25 languages and Chatterbox Multilingual 500M voices across 24 languages.",{},{"id":1037,"data":1666,"type":544,"tunes":1668},{"text":1667},"That broadens the design space for AI companions beyond English-only demos and makes local language interaction a realistic product feature.",{},{"id":1042,"data":1670,"type":572,"tunes":1672},{"text":1671,"level":47},"What would change this answer?",{},{"id":1047,"data":1674,"type":544,"tunes":1676},{"text":1675},"The architecture could become more unified if future models achieve deterministic sub-frame action latency while remaining small enough to run continuously beside graphics workloads. Today, separating reflex control from semantic reasoning remains the more practical design.",{},{"id":1052,"data":1678,"type":544,"tunes":1680},{"text":1679},"Specialized neural control policies may also replace some traditional behavior-tree functions, but the need for explicit action authority, state validation and fast execution will remain.",{},{"id":1057,"data":1682,"type":572,"tunes":1684},{"text":1683,"level":47},"Limitations",{},{"id":1062,"data":1686,"type":544,"tunes":1688},{"text":1687},"PUBG Ally is one implementation, not proof that every game should adopt the same architecture. Different genres have different latency, determinism, hardware and gameplay requirements.",{},{"id":1067,"data":1690,"type":544,"tunes":1692},{"text":1691},"The public architecture details are also primarily provided by NVIDIA and KRAFTON. They are useful for understanding the implemented system but should not be treated as independent performance benchmarking.",{},{"id":1072,"data":1694,"type":572,"tunes":1696},{"text":1695,"level":47},"Conclusion",{},{"id":1077,"data":1698,"type":544,"tunes":1700},{"text":1699},"The future of game agents is unlikely to be one giant model replacing the game AI stack.",{},{"id":1082,"data":1702,"type":544,"tunes":1704},{"text":1703},"PUBG Ally points toward a hybrid architecture instead: language models interpret intent and make high-level decisions; deterministic controllers execute fast gameplay; live state keeps the model grounded; and the game engine retains authority over what can actually happen.",{},{"id":1087,"data":1706,"type":544,"tunes":1708},{"text":1707},"The winning design is not the agent that thinks about everything. It is the agent that knows what it should think about—and what should stay in the game loop.",{},{"id":1092,"data":1710,"type":572,"tunes":1712},{"text":1711,"level":47},"FAQ",{},{"id":1097,"data":1714,"type":1097,"tunes":1735},{"items":1715,"title":1734},[1716,1719,1722,1725,1728,1731],{"id":1101,"answer":1717,"question":1718},"No. KRAFTON's published architecture separates language-model reasoning from fast behavior-tree control for movement and combat.","Does PUBG Ally use one AI model to control everything?",{"id":1105,"answer":1720,"question":1721},"Language-model inference is designed for semantic reasoning, not deterministic per-tick motor control. Fast gameplay actions benefit from bounded game-side controllers.","Why not let an LLM control movement directly?",{"id":1109,"answer":1723,"question":1724},"NVIDIA says the core ACE models used by PUBG Ally run locally on the player's GPU, including the small language model.","Does PUBG Ally run in the cloud?",{"id":1113,"answer":1726,"question":1727},"The game exposes live state through observation tools, while player voice is transcribed and combined with that state for model reasoning.","How does the AI know what is happening in the match?",{"id":1117,"answer":1729,"question":1730},"It is NVIDIA's lightweight C\u002FC++ framework for native in-game agents, exposing Agent, Chat and RAG APIs and designed for on-device integration.","What is the ACE Game Agent SDK?",{"id":1121,"answer":1732,"question":1733},"Not everywhere. Scripted AI remains cheaper, deterministic and effective for bounded behaviors. Agentic AI is most useful where language, adaptation and open-ended coordination matter.","Will AI agents replace scripted NPCs?","AI teammates, NVIDIA ACE and game agents",{},{"id":1127,"data":1737,"type":572,"tunes":1739},{"text":1738,"level":47},"Glossary",{},{"id":1132,"data":1741,"type":1132,"tunes":1763},{"title":1742,"entries":1743},"Key game-agent terms",[1744,1747,1750,1753,1756,1759,1761],{"term":1745,"anchor":1138,"definition":1746},"System 1 control","Fast reactive game-side logic used for immediate actions such as movement, combat and navigation.",{"term":1748,"anchor":1142,"definition":1749},"System 2 reasoning","Slower deliberate reasoning used for planning, player intent interpretation, coordination and conversation.",{"term":1751,"anchor":1146,"definition":1752},"Two-Speed Game Agent","A Figure Rocks model that separates reflex-level game control from higher-level model reasoning.",{"term":1754,"anchor":1150,"definition":1755},"Action Authority Boundary","A Figure Rocks concept defining which intentions a model may choose and which legal actions the game engine is allowed to execute.",{"term":1757,"anchor":1154,"definition":1758},"Observation tool","A game-side interface that exposes selected current state to an AI agent in a structured or textual form.",{"term":1157,"anchor":1158,"definition":1760},"The orchestration layer connecting model inference, observations, tools, memory, retrieval and game-side execution.",{"term":1161,"anchor":1162,"definition":1762},"NVIDIA's in-game inferencing framework for running and scheduling local AI models alongside game graphics workloads.",{},{"id":1166,"data":1765,"type":572,"tunes":1767},{"text":1766,"level":47},"Primary sources",{},{"id":1171,"data":1769,"type":1178,"tunes":1774},{"link":1173,"meta":1770},{"image":1771,"title":1772,"description":1773},{"url":13},"NVIDIA Developer — How KRAFTON Built PUBG Ally","Official technical deep dive covering the System 1 behavior-tree \u002F System 2 SLM architecture, live game-state observations, on-device inference and domain adaptation.",{},{"id":1181,"data":1776,"type":1178,"tunes":1781},{"link":1183,"meta":1777},{"image":1778,"title":1779,"description":1780},{"url":13},"NVIDIA Developer — ACE for Games","Official ACE overview covering the Game Agent SDK, Agent\u002FChat\u002FRAG APIs, on-device models and autonomous game-character use cases.",{},{"id":1190,"data":1783,"type":1178,"tunes":1788},{"link":1192,"meta":1784},{"image":1785,"title":1786,"description":1787},{"url":13},"NVIDIA Developer — Build On-Device AI Companions","Official June 2026 article introducing the Game Agent SDK, Unreal Engine plugins and on-device AI companion architecture.",{},{"id":1199,"data":1790,"type":1178,"tunes":1794},{"link":1201,"meta":1791},{"image":1792,"title":1204,"description":1793},{"url":13},"Official article describing PUBG Ally as a collaborative autonomous AI teammate and the evolution of ACE beyond conversational NPCs.",{},{"id":1208,"data":1796,"type":1178,"tunes":1801},{"link":1210,"meta":1797},{"image":1798,"title":1799,"description":1800},{"url":13},"NVIDIA Developer — Multilingual AI Characters","Official May 2026 update describing multilingual on-device ACE models for language, ASR and TTS.",{},"2.31.6","A language model can understand tactics and player intent, but it should not control every movement and combat reaction directly. PUBG Ally shows a more practical architecture: fast behavior-tree control for reflex actions, combined with a small language model for planning, coordination and natural 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erfolgreich abgerufen",{"items":2154,"source":2228,"manualIds":2229,"manualMatchedIds":2230},[2155,2161,2167,2173,2179,2185,2191,2197,2204,2210,2216,2222],{"id":2156,"slug":2157,"title":2158,"excerpt":2159,"featuredImage":14,"publishedAt":2160},"394","k-k","K.K.","K.K. amiibo iz Animal Crossing serijala predstavlja dugogodišnjeg muzičara u igri poznatog iz više Nintendo naslova. Unutar Super Smash Bros. ekosistema, ova figura funkcioniše kao NFC figura lika samo za čitanje koja otključava specifičan sadržaj vezan za muziku i likove u zavisnosti od kompatibilnog naslova. Nije programabilna u smislu nezavisnog skladištenja korisničkih podataka; ona prenosi podatke o liku prilikom skeniranja.","2026-02-23T00:35:00.000Z",{"id":2162,"slug":2163,"title":2164,"excerpt":2165,"featuredImage":14,"publishedAt":2166},"413","tom-nook","Tom Nook","U okviru linije Animal Crossing amiibo figura, Tom Nook amiibo predstavlja jednu od centralnih figura serijala. Figura se pojavila tokom prvog talasa namenskih Animal Crossing amiibo figura. Vreme objavljivanja je blago variralo po regionima, ali se uglavnom odnosi na novembar 2015. godine. Figura nosi lik Toma Nuka, lika koji je prisutan od najranijih Animal Crossing naslova i čija se uloga polako menjala od trgovca do organizatora infrastrukture seoskog života. Amiibo prvenstveno funkcioniše kao ključ za lik: skeniranje postavlja Toma Nuka u nekoliko kompatibilnih Nintendo igara, otključavajući male interakcije, sadržaj o liku ili tematske bonuse.","2026-03-05T13:20:00.000Z",{"id":2168,"slug":2169,"title":2170,"excerpt":2171,"featuredImage":14,"publishedAt":2172},"384","byleth-87","Byleth - broj 87","Byleth amiibo iz Super Smash Bros. serije proširuje lik izvan ekrana. On funkcioniše kao fizički interfejs između figure i softvera. Integrisani NFC čip omogućava kompatibilnim Nintendo sistemima da čitaju i, u određenim slučajevima, upisuju podatke. On je istovremeno i kolekcionarski predmet i medijum za skladištenje.","2026-02-22T17:59:00.000Z",{"id":2174,"slug":2175,"title":2176,"excerpt":2177,"featuredImage":14,"publishedAt":2178},"369","pichu-72","Pichu - broj 72","Pichu amiibo iz Super Smash Bros. serije je figura lika sa NFC funkcionalnošću. Predstavlja Pichu-a onako kako se pojavljuje u Super Smash Bros. Ultimate i povezuje se sa kompatibilnim Nintendo sistemima. Figura nije samo dekorativna. Ona čuva podatke i može prenositi napredak unutar podržanih igara.","2026-02-22T13:20:00.000Z",{"id":2180,"slug":2181,"title":2182,"excerpt":2183,"featuredImage":14,"publishedAt":2184},"425","isabelle-summer-outfit","Isabelle – Summer Outfit","Među Animal Crossing amiibo figurama koje je objavio Nintendo, verzija Isabelle – Summer Outfit predstavlja sezonsku varijaciju jednog od centralnih likova serijala. Figura poseduje istu tehničku funkcionalnost kao i ostale Animal Crossing amiibo figure, ali njen izgled odražava laganiji, opušteniji ton koji se često viđa tokom letnjih događaja u igrama. Kada se skenira putem NFC-a, figura komunicira sa nekoliko kompatibilnih naslova i otključava male interakcije unutar igre povezane sa samom Isabelle.","2026-03-06T17:12:00.000Z",{"id":2186,"slug":2187,"title":2188,"excerpt":2189,"featuredImage":14,"publishedAt":2190},"383","terry-86","Terry - број 86","Terry amiibo iz Super Smash Bros. serije predstavlja figuru borca kojom se može igrati sa NFC funkcionalnošću. To je fizički model lika kombinovan sa čipom za podatke. U praktičnom smislu, može da skladišti podatke o treningu i komunicira sa kompatibilnim Nintendo igrama. To nije samo dekorativna statua, niti pasivni kolekcionarski predmet. Funkcioniše kao figura na koju se može pisati i sa koje se može čitati unutar podržanih naslova.","2026-02-22T15:51:00.000Z",{"id":2192,"slug":2193,"title":2194,"excerpt":2195,"featuredImage":14,"publishedAt":2196},"359","bayonetta-player-2-62","Bayonetta – Player 2 – број 62","Bayonetta – Player 2 amiibo iz Super Smash Bros. serije predstavlja alternativni kostim lika koji se pojavljuje u Super Smash Bros. za Nintendo 3DS i Wii U, a kasnije i u Super Smash Bros. Ultimate. To je standardna NFC figura sa integrisanom memorijom na koju kompatibilni sistemi mogu da upisuju i sa koje mogu da čitaju podatke. U praktičnom smislu, to znači da figura može da skladišti podatke o borcu i napredak u treningu kada se koristi u podržanim naslovima.","2026-02-20T21:48:00.000Z",{"id":2198,"slug":2199,"title":2200,"excerpt":2201,"featuredImage":2202,"publishedAt":2203},"445","amd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained","AMD FSR Redstone nije samo FSR 4: Objašnjeni nadogradnja rezolucije, generisanje kadrova, regeneracija zraka i keširanje radijanse","AMD-ovo FSR imenovanje je promenjeno jer FSR više nije jedna funkcija. Redstone je sada paket za neuronsko renderovanje sa odvojenim tehnologijama za skaliranje, generisanje frejmova, rekonstrukciju putem praćenja zraka i naučeno globalno osvetljenje.","\u002Fuploads\u002F2026\u002F09\u002Famd-fsr-redstone-is-not-just-fsr-4-upscaling-frame-generation-ray-regeneration-and-radiance-caching-explained-1790377725715-arwmri.webp","2026-09-25T19:07:00.000Z",{"id":2205,"slug":2206,"title":2207,"excerpt":2208,"featuredImage":14,"publishedAt":2209},"382","banjo-kazooie-85","Banjo & Kazooie - број 85","Banjo & Kazooie amiibo iz Super Smash Bros. serije predstavlja ovaj dvojac onako kako se pojavljuju u Super Smash Bros. Ultimate. To je figura sa NFC podrškom i mogućnošću skladištenja. Jednostavnim rečima: fizički model lika koji može da čuva i prenosi podatke o borcu kada se koristi u kompatibilnom softveru. Nije samo dekorativna. Čuva napredak.","2026-02-22T13:37:00.000Z",{"id":2211,"slug":2212,"title":2213,"excerpt":2214,"featuredImage":14,"publishedAt":2215},"415","reese","Reese","Reese amiibo pripada Animal Crossing seriji Nintendo amiibo figura i predstavlja jednog od vlasnika prodavnica iz gradske ekonomije u Animal Crossing igrama. Kao i kod drugih figura u ovoj liniji, vrednost leži manje u samom plastičnom objektu, a više u NFC čipu unutar postolja. Kada se skenira pomoću kompatibilnih Nintendo sistema, figura pokreće male interakcije unutar igre, otključava izglede likova ili omogućava dodatni dijalog i predmete u zavisnosti od naslova.","2026-03-06T09:00:00.000Z",{"id":2217,"slug":2218,"title":2219,"excerpt":2220,"featuredImage":14,"publishedAt":2221},"380","joker-83","Joker - број 83","Joker amiibo iz Super Smash Bros. serije proširuje postavu NFC figura likom koji prvobitno nije pripadao Nintendovom sopstvenom katalogu. Predstavlja Jokera onako kako se pojavljuje u Super Smash Bros. Ultimate. Figura funkcioniše kao interaktivni nosač podataka. Može se čitati i na nju se može pisati, što znači da čuva podatke o borcu i uči kroz ponovnu upotrebu u kompatibilnim naslovima.","2026-02-22T17:26:00.000Z",{"id":2223,"slug":2224,"title":2225,"excerpt":2226,"featuredImage":14,"publishedAt":2227},"366","ken-69","Кен - број 69","Ken amiibo iz Super Smash Bros. serije proširuje igrivog lika u fizičkog partnera za trening sa uskladištenim podacima. On dodaje funkcionalnu vrednost kroz učenje lika, prilagođavanje i bonuse u više igara. Pored izlaganja, on funkcioniše kao upisiva figura koja se prilagođava unutar kompatibilnog softvera.","2026-02-20T20:36:00.000Z","fallback",[],[]]