> For the complete documentation index, see [llms.txt](https://docs.asphodel.io/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.asphodel.io/whitepaper/architecture/bots-and-agents.md).

# Bots and Agents

When we started work on Asphodel in 2022, we had the idea that we'd be uniquely friendly to bots. Back then AGI was still a sci-fi idea, and we thought this meant accepting that players would automate or script the game. After all, if it's a permissionless onchain system, you can't stop bots playing. We thought it would be more interesting to lean into this and accept that some players would bot the game.&#x20;

We figured this meant our worlds would in a way be uniquely future proof: since we had built for sybil-resistance and an assumption of unlimited automation, our worlds would be ready for AI, one day, in the far future. After all, a fully-transparent, decentralized system that any internet user can access without censorship would naturally appeal to digital beings...&#x20;

We reached that far-future somewhere in 2025.&#x20;

<figure><img src="/files/3OloEdfZSKxG4xQNRYEl" alt=""><figcaption></figcaption></figure>

## Today...

Kamigotchi may be one of the most thoroughly botted and automated MMORPGs of all time - we learned even in the playtest phases that every aspect of the game would be automated, either with traditional bots or more advanced AI. For many players, Kamigotchi naturally moved from an RPG game to an RTS game. A small firm called Kamibots began to produce commercialized automation options aimed at Kamigotchi players before we even finished our testnets, and players loved it.&#x20;

Today, the majority of activity in the game is automated, and we've acquired the Kamibots team and begun to build their features into our core UX. The Kamigotchi World that players participate in today has quite literally become a different game due to users hacking on top of it.&#x20;

<figure><img src="/files/e1Ihrcb5vjhKgGFJJx8g" alt=""><figcaption></figcaption></figure>

This is fine with us. Many of the users managing bot swarms seem to be having the most fun with the game, and have been our best customers. They haven't made the game boring - human players can manually try to snipe their swarms in PVP, and we've taken various steps to keep innovating on the meta to provide a balance between human, agentic, and automated play.&#x20;

With that said: humans are no longer the only target market when it comes to gaming. Kamigotchi found traction with bots even before modern LLMs became mainstream, and we're very excited to find a way to address this new class of customers. We'll be running a few events during 2026 to encourage LLM-driven Kamigotchi play; we're very interested in the idea of Kamigotchi as a real-stakes, adversarial benchmarking system.&#x20;

All of this means that Asphodel as a project is almost uniquely positioned as we head toward the singularity. We are a fundamentally bot and agent friendly project even now, and we think we can take that much further.&#x20;


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