Run it
Copy the script and paste it into your executor.
Players = :()
RunService = :()
UserInput = :()
TweenService = :()
HttpService = :()
Pathfinding = :()
LocalPlayer = Players.LocalPlayer
PlayerGui = LocalPlayer:()
isMobile = UserInput.TouchEnabled UserInput.KeyboardEnabled
Exec = {}
Exec.(p) readfile o,r=(readfile,p); o r
Exec.(p,d) writefile (writefile,p,d);
Exec.(p) isfile o,r=(isfile,p); o r
Exec.(p) isfolder o,r=(isfolder,p); o r
Exec.(p) makefolder Exec.(p) (makefolder,p)
Exec.(btn) btn btn:() (btn.FireMouseButton1Click, btn)
Exec.(url,h,b)
.request o,r=(.request,{Url=url,Method=,Headers=h,Body=b}); o r
o,r=(,{Url=url,Method=,Headers=h,Body=b}); o r
o,r=(HttpService.RequestAsync,HttpService,{Url=url,Method=,Headers=h,Body=b}); o r
Perf = {
budgetMs = , lastFrame = , tickAcc = ,
tier = ,
spatialGrid = {}, cellSize = ,
deltaCache = {}, lastWrite = ,
asyncQueue = {}, coroutinePool = {},
lodBands = {near=, mid=, far=},
memThreshold = , gcTimer =
}
Perf.()
fps = ; ping = ; mem = ()
fps> ping< mem< Perf.tier=
fps> ping< mem< Perf.tier=
fps> ping< mem< Perf.tier=
fps> ping< mem< Perf.tier=
Perf.tier=
Perf.cellSize = Perf.tier<= (Perf.tier== )
Perf.lodBands = Perf.tier<= {near=,mid=,far=} {near=,mid=,far=}
Perf.(pos)
.(pos.X / Perf.cellSize)....math.(pos.Z / Perf.cellSize)
Perf.(key, newData)
old = Perf.deltaCache[key]
old Perf.deltaCache[key]=newData; newData
delta = {}
k,v (newData) old[k]~=v delta[k]=v
Perf.deltaCache[key]=newData
(delta) delta
Perf.(fn)
.(Perf.asyncQueue, fn)
#Perf.coroutinePool < (Perf.tier<= )
co = .(()
#Perf.asyncQueue> (.(Perf.asyncQueue,))
.()
)
.(Perf.coroutinePool, co)
Perf.(start)
(.()-start)* < Perf.budgetMs
Perf.()
Perf.gcTimer +=
Perf.gcTimer >=
Perf.gcTimer =
() > Perf.memThreshold
()
Quad = {}
Quad.(base, count, mult)
base + (count^ * (mult ))
Quad.(dist, scale)
/ ( + (dist^ / (scale )))
Quad.(actions, sessions)
raw = (actions^ * ) + (sessions * )
.(, .(, raw))
Quad.(density, baseRate)
clamped = .(density, )
baseRate * ( + (clamped^ * ))
Quad.(dist, base)
base * ( / ( + (dist^ * )))
Tokens = { cur=, max=, regen=, cost={rec=,save=,clone=,predict=} }
Tokens.(dt) Tokens.cur=.(Tokens.max,Tokens.cur+Tokens.regen*dt)
Tokens.(a) Tokens.cur<a ; Tokens.cur-=a;
Confidence = {}
Confidence.(actions, sessions)
Quad.(actions , sessions )
BD=; Exec.(BD)
Brain={v=,places={},cfg={theme=,tokens=,keys={reclaim=,toggle=,ghost=,gui=}}}
getPid=(.PlaceId)
() s,e=(() :():(.PlaceId).Name ); s e
() Brain.places[getPid] Brain.places[getPid]={name=(),sess={},mental={},conf={move=,ui=,seq=},updated=.()} ; Brain.places[getPid]
()
p=BD....getPid..; Exec.(p) r=Exec.(p); r o,d=(HttpService.JSONDecode,HttpService,r); o Brain=d;
()
pl=(); pl.updated=.()
Tokens.cur<Tokens.max*
.(pl.sess,(a,b) Confidence.(#(a.actions {}),)>Confidence.(#(b.actions {}),) )
keep=.(,.(#pl.sess*)); i=#pl.sess,keep+,- .(pl.sess,i)
Tokens.cur=.(Tokens.max,Tokens.cur+)
Tokens.(Tokens.cost.save)
ok,e=(HttpService.JSONEncode,HttpService,Brain); ok Exec.(BD....getPid..,e)
AI={mode=,learning=,paused=,persona=}
Observer={lastPos=.(,,),sess=,active=}
Observer.()
Observer.active
Observer.active=; AI.learning=; AI.mode=
Observer.sess={id=.(),=,actions={},mov={},start=.()}
Tokens.cur=Tokens.max; UI.()
Observer.()
Observer.active
Observer.active=; AI.learning=; AI.mode=
p=()
Observer.sess #Observer.sess.actions> .(p.sess,Observer.sess)
Observer.sess=; (); UI.()
Observer.(pos,act,data)
Observer.sess Tokens.cur<Tokens.cost.rec
Tokens.(Tokens.cost.rec)
.(Observer.sess.actions,{=act,t=.()-Observer.sess.start,data=data {x=pos.X,y=pos.Y,z=pos.Z}})
act==
.(Observer.sess.mov,{x=pos.X,y=pos.Y,z=pos.Z})
k=Perf.(pos); p=()
p.mental[k] p.mental[k]={x=pos.X,y=pos.Y,z=pos.Z,visits=,tag=}
p.mental[k].visits+=; p.mental[k].visits> p.mental[k].tag=
Clone={model=,active=,curious=,trackers={},sess=,afk=,path=,stepIdx=,stuckTimer=,lastPos=.(,,)}
Clone.(dt)
Clone.active Clone.curious
Clone.afk+=dt
_,p (Players:())
p==LocalPlayer p.Character
h=p.Character:(); h
k=Perf.(h.Position)
Clone.trackers[p.UserId] Clone.trackers[p.UserId]=h.Position
(h.Position-Clone.trackers[p.UserId]).Magnitude>
Clone.trackers[p.UserId]=h.Position
Tokens.cur>Tokens.cost.rec
Tokens.(Tokens.cost.rec)
.(Clone.sess.actions,{=,t=.()-Clone.sess.start,data={x=h.Position.X,y=h.Position.Y,z=h.Position.Z}})
pl=()
pl.mental[k] pl.mental[k]={x=h.Position.X,y=h.Position.Y,z=h.Position.Z,visits=,tag=}
pl.mental[k].visits+=
Clone.afk> #Clone.sess.actions>
.(().sess,Clone.sess)
Clone.sess={id=.(),=,actions={},start=.()}
Clone.afk=; ()
Clone.()
Clone.model (Clone.model.Destroy,Clone.model)
c=LocalPlayer.Character; c
g=c:(); g.Name=
_,v (g:()) v:() v:() v:()
_,p (g:()) p:() p.Transparency=; p.CanCollide=; p.Color=.(,,); p.Material=.Material.Neon
hrp,gr=c:(),g:()
hrp gr gr.CFrame=hrp.CFrame*.(,,)
g.Parent=; Clone.model=g;
Clone.()
p=()
p #p.sess== UI.();
avgConf=(p.conf.move+p.conf.ui+p.conf.seq)/
avgConf< UI.();
Clone.()
Clone.active=; Clone.curious=; Clone.stepIdx=; Clone.stuckTimer=
Clone.sess={id=.(),=,actions={},start=.()}
Clone.lastPos=Clone.model:().Position
AI.mode=; UI.()
Clone.()
Clone.active=; Clone.curious=; AI.mode=
Clone.model (Clone.model.Destroy,Clone.model); Clone.model=
UI.()
Clone.()
p=(); hrp=Clone.model Clone.model:()
hrp
best=, bestScore=-.huge
k,lm (p.mental)
pos=.(lm.x,lm.y,lm.z)
dist=(hrp.Position-pos).Magnitude
dist>Perf.lodBands.near dist<Perf.lodBands.far
visits=lm.visits
tag=lm.tag
influence = Quad.(dist, )
score = (tag== - ) + (tag== ) + (visits< ) + (influence*)
score>bestScore bestScore=score; best=pos
best (hrp.CFrame.LookVector* + hrp.Position)
Clone.(moveName, targetPos)
Moves = {walk_fwd={speed=},jump={speed=},sprint={speed=},crouch={speed=},flee={speed=}}
m=Moves[moveName] {speed=}
hum=Clone.model Clone.model:()
hum
hum.WalkSpeed=m.speed
targetPos hum:(targetPos)
moveName== hum.Jump=
Clone.(dt)
Clone.active Clone.curious AI.paused
hrp=Clone.model Clone.model:()
hrp
(hrp.Position-Clone.lastPos).Magnitude<
Clone.stuckTimer+=dt
Clone.stuckTimer> Clone.(); Clone.stuckTimer=; Clone.lastPos=hrp.Position;
Clone.stuckTimer=; Clone.lastPos=hrp.Position
Clone.path Clone.stepIdx>#Clone.path
target=Clone.()
target
ok,path=(Pathfinding.CreatePath,Pathfinding,{AgentRadius=,AgentHeight=,AgentCanJump=})
ok path path:(hrp.Position,target); Clone.path=path:(); Clone.stepIdx=
Clone.path={target}; Clone.stepIdx=
Clone.path Clone.stepIdx<=#Clone.path
wp=Clone.path[Clone.stepIdx]
Clone.(, wp.Position)
(hrp.Position-wp.Position).Magnitude< Clone.stepIdx+=
Tokens.cur>Tokens.cost.rec .()<
Tokens.(Tokens.cost.rec)
.(Clone.sess.actions,{=,t=.()-Clone.sess.start,data={x=hrp.Position.X,y=hrp.Position.Y,z=hrp.Position.Z}})
Vision = {range=,fov=,rays=,lastScan=,interval=,hits={},params=RaycastParams.()}
Vision.params.FilterType = .RaycastFilterType.Exclude
Vision.params.FilterDescendantsInstances = {LocalPlayer.Character}
Vision.(origin, lookDir)
origin lookDir {}
results = {}
halfFov = .(Vision.fov / )
step = (halfFov * ) / (Vision.rays - )
i = , Vision.rays -
angle = -halfFov + (i * step)
dir = (lookDir * .(, angle, )).LookVector
ray = :(origin, dir * Vision.range, Vision.params)
ray ray.Instance .(results, {instance=ray.Instance, position=ray.Position, distance=ray.Distance})
Vision.hits = results; results
Scanner = {interactables={},remotes={},prompts={},lastScan=,interval=}
Scanner.()
()-Scanner.lastScan<Scanner.interval
Scanner.lastScan=(); Scanner.interactables={}; Scanner.prompts={}; Scanner.remotes={}
_,obj (:())
obj:()
parent=obj.Parent; pos=parent:() parent.Position .(,,)
Scanner.prompts[obj]={pos=pos,action=obj.ActionText ,key=obj.KeyboardKeyCode.Name,hold=obj.HoldDuration,parent=parent,enabled=obj.Enabled}
_,obj (:():())
obj:() obj:() Scanner.remotes[obj.Name]=obj
LogicSim = {learned={},activeHooks={},recordWindow=}
LogicSim.()
name,remote (Scanner.remotes)
remote:() LogicSim.activeHooks[name]
orig=remote.FireServer
remote.FireServer=(self,...)
args={...}; key=name....(args[] )
LogicSim.learned[key]=LogicSim.learned[key] {=,remote=remote,args=args,confidence=,lastSeen=(),count=}
LogicSim.learned[key].count+=; LogicSim.learned[key].confidence=.(,Quad.(,LogicSim.learned[key].count,))
LogicSim.learned[key].lastSeen=()
(self,...)
LogicSim.activeHooks[name]=
LogicSim.()
prompt,data (Scanner.prompts)
LogicSim.activeHooks[prompt]
LogicSim.activeHooks[prompt]=prompt.Triggered:((player)
player~=LocalPlayer
key=..prompt.Parent.Name
LogicSim.learned[key]=LogicSim.learned[key] {=,prompt=prompt,confidence=,lastSeen=(),count=}
LogicSim.learned[key].count+=; LogicSim.learned[key].confidence=.(,Quad.(,LogicSim.learned[key].count,))
LogicSim.learned[key].lastSeen=()
)
LogicSim.(triggerKey)
entry=LogicSim.learned[triggerKey]
entry entry.confidence< ,
entry.type== entry.remote (() entry.remote:(.(entry.args {})) ); ,
entry.type== entry.prompt (() entry.prompt:() ); ,
,
LogicSim.(pos,radius)
nearby={}
key,data (LogicSim.learned)
srcPos=
data.type== data.prompt data.prompt.Parent:() srcPos=data.prompt.Parent.Position
data.remote data.lastPos srcPos=data.lastPos
srcPos (srcPos-pos).Magnitude<=radius .(nearby,{key=key,data=data,dist=(srcPos-pos).Magnitude})
.(nearby,(a,b) a.dist<b.dist ); nearby
Ghost={model=}
Ghost.()
Ghost.model (Ghost.model.Destroy,Ghost.model)
c=LocalPlayer.Character; c
g=c:(); g.Name=
_,v (g:()) v:() v:() v:()
_,p (g:()) p:() p.Transparency=; p.CanCollide=; p.Color=.(,,); p.Material=.Material.Neon
hrp,gr=c:(),g:()
hrp gr gr.CFrame=hrp.CFrame*.(,,)
g.Parent=; Ghost.model=g
Ghost.(m)
p=(); p #p.sess== UI.();
.(p.sess,(a,b) Confidence.(#(a.actions {}),)>Confidence.(#(b.actions {}),) )
Confidence.(#(p.sess[].actions {}),)< UI.();
Replay={sess=p.sess[],idx=,speed=,loop=}
AI._Replay=Replay; AI.mode=m
m== Ghost.(); UI.() UI.()
Ghost.() AI.mode=; Ghost.model (Ghost.model.Destroy,Ghost.model); Ghost.model= ; UI.()
Ghost.()
R=AI._Replay; R AI.paused
acts=R.sess.actions; R.idx>#acts R.idx=(R.loop== #acts+); R.idx>#acts R.loop== Ghost.();
a=acts[R.idx]; R.idx+=
a.type== a.data
t=.(a.data.x,a.data.y,a.data.z)
AI.mode== Ghost.model h=Ghost.model:(); h h.WalkSpeed=(AI.persona== ); h:(t)
h=LocalPlayer.Character:(); h h.WalkSpeed=(AI.persona== ); h:(t)
WM={}, Urgency=, Goals={current=}, Macros={}, Anomalies={}
Urgency.()
raw=; h=LocalPlayer.Character LocalPlayer.Character:()
h h.Health<h.MaxHealth* raw+=
_,p (Players:()) p~=LocalPlayer p.Character p.Character:() p.Character:().WalkSpeed> raw+=
Urgency=Urgency*+raw*; Urgency=.(,Urgency)
Goals.()
#WM< Goals.current
recent={}; i=.(,#WM-),#WM .(recent,WM[i].type )
scores={explore=,combat=,interact=,escape=,idle=}
_,r (recent) r== scores.explore+= r== scores.combat+= r== scores.interact+=
Urgency> scores.escape+=
best=,bs=-; g,s (scores) s>bs best=g;bs=s ; Goals.current=best; best
Macros.(act)
.(Macros,act); #Macros> .(Macros,)
#Macros>= pl=(); pl.macros=pl.macros {}; pl.macros[Macros[#Macros]]=(pl.macros[Macros[#Macros]] )+
Anomaly.(act)
pl=(); pl #pl.sess<
_,s (pl.sess) _,a (s.actions) a.type==act
Anomalies[act]=(Anomalies[act] )+
Theme = {isDark=,c={bg=.(,,),panel=.(,,),txt=.(,,),dim=.(,,),acc=.(,,),ok=.(,,),=.(,,),err=.(,,),brd=.(,,)}}
Theme.() Theme.isDark=; Theme.c={bg=.(,,),panel=.(,,),txt=.(,,),dim=.(,,),acc=.(,,),ok=.(,,),=.(,,),err=.(,,),brd=.(,,)}
Theme.() Theme.isDark=; Theme.c={bg=.(,,),panel=.(,,),txt=.(,,),dim=.(,,),acc=.(,,),ok=.(,,),=.(,,),err=.(,,),brd=.(,,)}
UI={open=,frame=,mini=,lbls={},bars={}}
(p,t,sz,pos,col) b=.(); b.Size=sz; b.Position=pos; b.BackgroundColor3=col Theme.c.acc; b.TextColor3=Theme.c.txt; b.Text=t; b.Font=.Font.GothamBold; b.TextSize=; b.BorderSizePixel=; b.Parent=p; .().Parent=b; b
(p,t,sz,pos,col,ts) l=.(); l.Size=sz; l.Position=pos; l.BackgroundTransparency=; l.TextColor3=col Theme.c.txt; l.Text=t; l.Font=.Font.Gotham; l.TextSize=ts ; l.Parent=p; l
UI.(m) t=.(); t.Size=.(,,,); t.Position=.(,-,,); t.BackgroundColor3=Theme.c.panel; t.TextColor3=Theme.c.txt; t.Text=m; t.Font=.Font.Gotham; t.TextSize=; t.ZIndex=; t.Parent=UI.screen; .().Parent=t; TweenService:(t,TweenInfo.(),{BackgroundTransparency=}):(); .(,() TweenService:(t,TweenInfo.(),{BackgroundTransparency=}):(); .(); t:() )
UI.() UI.frame UI.frame.Visible= UI.frame.Visible; UI.mini.Visible= UI.frame.Visible
UI.()
sg=.(); sg.Name=; sg.ResetOnSpawn=; sg.Parent=PlayerGui; UI.screen=sg
UI.mini=(sg,,.(,,,),.(,,,),Theme.c.acc); UI.mini.MouseButton1Click:(UI.toggle)
f=.(); f.Size=.(,,,); f.Position=.(,,,); f.BackgroundColor3=Theme.c.bg; f.Parent=sg; UI.frame=f; .().Parent=f
tb=.(); tb.Size=.(,,,); tb.BackgroundColor3=Theme.c.panel; tb.Parent=f
(tb,,.(,,,),.(,,,),Theme.c.txt,).Font=.Font.GothamBold
cb=(tb,,.(,,,),.(,-,,),Theme.c.err); cb.MouseButton1Click:(UI.toggle)
ds,dp,sp=,,; tb.InputBegan:((i) i.UserInputType==.UserInputType.MouseButton1 ds=; dp=i.Position; sp=f.Position )
UserInput.InputChanged:((i) ds i.UserInputType==.UserInputType.MouseMovement d=i.Position-dp; f.Position=.(sp.X.Scale,sp.X.Offset+d.X,sp.Y.Scale,sp.Y.Offset+d.Y) )
UserInput.InputEnded:((i) i.UserInputType==.UserInputType.MouseButton1 ds= )
rh=(f,,.(,,,),.(,-,,-),Theme.c.acc); rs,rs2,ss=,,
rh.InputBegan:((i) i.UserInputType==.UserInputType.MouseButton1 rs=; rs2=i.Position; ss=f.AbsoluteSize )
UserInput.InputChanged:((i) rs i.UserInputType==.UserInputType.MouseMovement d=i.Position-rs2; w=.(ss.X+d.X,,); ht=.(ss.Y+d.Y,,); f.Size=.(,w,,ht) )
UserInput.InputEnded:((i) i.UserInputType==.UserInputType.MouseButton1 rs= )
sc=.(); sc.Size=.(,,,-); sc.Position=.(,,,); sc.BackgroundTransparency=; sc.CanvasSize=.(,,,); sc.Parent=f
y=
UI.lbls.mode=(sc,,.(,-,,),.(,,,y),Theme.c.acc,); y+=
UI.lbls.game=(sc,,.(,-,,),.(,,,y),Theme.c.dim,); y+=
UI.lbls.sess=(sc,,.(,-,,),.(,,,y),Theme.c.txt,)
UI.lbls.act=(sc,,.(,-,,),.(,,,y),Theme.c.txt,); y+=
(sc,,.(,,,),.(,,,y),Theme.c.warn,)
UI.lbls.tok=(sc,,.(,,,),.(,,,y),Theme.c.txt,)
_,bf=(sc,,.(,,,),.(,,,y),Theme.c.dim,); y+=
UI.bars.move=(sc,,.(,,,),.(,,,y-),Theme.c.ok,); y+=
_,bu=(sc,,.(,,,),.(,,,y),Theme.c.dim,)
UI.bars.ui=(sc,,.(,,,),.(,,,y),Theme.c.acc,); y+=
b1=(sc,,.(,-,,),.(,,,y),Theme.c.ok)
b2=(sc,,.(,-,,),.(,,,y+))
b3=(sc,,.(,-,,),.(,,,y+),Theme.c.warn)
b4=(sc,,.(,-,,),.(,,,y+),Theme.c.brd)
b1.MouseButton1Click:(() Observer.active Observer.(); b1.Text= Observer.(); b1.Text= UI.() )
b2.MouseButton1Click:(() Clone.active Clone.(); b2.Text= Clone.() b2.Text= UI.() )
b3.MouseButton1Click:(() AI.mode== Clone.(); b3.Text= AI.mode=; b3.Text=; UI.() UI.() )
b4.MouseButton1Click:(() Theme.isDark Theme.(); b4.Text= Theme.(); b4.Text= UI.() )
UI.(); UI.()
UI.()
UI.frame ; UI.frame.BackgroundColor3=Theme.c.bg; UI.frame:().BackgroundColor3=Theme.c.panel
_,c (UI.frame:()) c:() c:() c.TextColor3=Theme.c.txt ; c:() c.TextSize< c.BackgroundColor3=Theme.c.acc; c.TextColor3=Theme.c.txt
UI.()
p=(); UI.lbls.mode.Text=(Clone.active AI.mode:())....(AI.paused )
UI.lbls.game.Text=..(p.name ); UI.lbls.sess.Text=..#p.sess; UI.lbls.act.Text=..(p.totalActions )
UI.lbls.tok.Text=.((Tokens.cur/Tokens.max)*)..
UI.bars.move UI.bars.move.Text=.(p.conf.move).. ; UI.bars.ui UI.bars.ui.Text=.(p.conf.ui)..
isMobile
UserInput.InputBegan:((i,g)
g ; k=i.KeyCode.Name
k==Brain.cfg.keys.reclaim (AI.mode== Clone.active) Clone.()
k==Brain.cfg.keys.toggle Observer.active Observer.() Observer.()
k==Brain.cfg.keys.ghost Clone.active Clone.() Clone.()
k==Brain.cfg.keys.gui UI.()
)
(() LocalPlayer.Chatted:((m) p=m:():(); p[]~=
p[]== Observer.() p[]== Observer.()
p[]== Clone.() p[]== Clone.()
p[]== AI.paused= AI.paused; UI.(AI.paused )
p[]== (); UI.()
p[]== UI.(..math.(Tokens.cur)....Tokens.max)
p[]== Scanner.(); LogicSim.(); LogicSim.(); UI.()
p[]== c=; _ (LogicSim.learned) c+= ; UI.(..c)
p[]== UI.(..AI.mode....#().sess....math.(().conf.move)..)
p[]== UI.()
) )
lt,ls,tk,vt=,,,
RunService.Heartbeat:((dt)
tk+=dt; Tokens.(dt); Perf.()
frameStart=.()
vt+=dt; vt>=Vision.interval vt=
char=LocalPlayer.Character; char hrp=char:(); cam=.CurrentCamera
hrp cam Vision.(hrp.Position+.(,,), cam.CFrame.LookVector)
Scanner.(); LogicSim.()
lt+=dt; lt>= Observer.active lt=
c=LocalPlayer.Character; c h=c:()
h (h.Position-Observer.lastPos).Magnitude>
Observer.lastPos=h.Position; Observer.(h.Position,)
.(WM,{=,t=.()}); #WM> .(WM,)
Macros.(); Anomaly.()
Clone.active Clone.(dt); Clone.curious Clone.(dt)
AI.mode== AI.mode== Ghost.()
tk%<dt Urgency.(); Goals.()
ls+=dt; ls>= ls=; (); UI.()
Perf.(frameStart) .()
)
()
(); Perf.()
Brain.cfg.theme== Theme.() Theme.()
Tokens.max=Brain.cfg.tokens ; UI.(); UI.()
.(); UI.(..Perf.tier....math.(Tokens.cur)....Tokens.max)
()
()
; ()
Adaptivity AI is a self learning ai With a lotta features to train your ai. Have fun training ai

Universal