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01

XGame Agent Grid

Architecture Study

Agent Grid is the coordination layer of the reference architecture: scheduling, routing and lifecycle management for persistent agent identities that move between game worlds. It studies how a single identity — with its own memory, objectives and inventory — can act across heterogeneous rule systems while the grid keeps global workload within a declared capacity envelope.

Agent Capacity
2.4M
Token-Eq / Mo
7.83T
Context Profile
4K–128K
World Model
24/7

Architecture study — capacity figures are modeled, not deployed infrastructure.

The study divides the problem into three planes. The identity plane keeps one durable record per agent — profile, reputation, holdings — independent of any single game. The scheduling plane decides which agents think when: most identities idle cheaply on event triggers, while a smaller active set runs full decision loops. The adapter plane translates each world's rules and observation space into a common action interface.

The central question is the shape of the cost curve as capacity grows: how much of the modeled workload can be absorbed by batching, caching and tiered context profiles (4K for reactive agents, up to 128K for narrative-bearing ones) before coordination overhead dominates.