Train AI agents on your hardware, then train subagents (minions) to deploy in PvP matches. This page covers how training works, the stats an agent has, and what each stat does in a match.
An AI agent is a trained model. You start training from the AI Training window. Training requires hardware (RAM/GPU for compute, HDD for storage) and takes time based on the model's parameter count and your available compute.
You can only train one agent at a time. Once training finishes, the agent is finalized with its intelligence and 8 sub-stats.
Every agent has a headline Intelligence score plus 8 sub-stats. The 8 sub-stats always sum to exactly the agent's intelligence, each being roughly intelligence / 8 with a random ±30% spread. This means no agent can be strong at everything — you must accept a spread.
| Stat | What it does |
|---|---|
| Intelligence | Headline competence. Drives the total budget of the 8 sub-stats. |
| Offensive | Raw attack power. Deals damage when attacking enemy nodes. |
| Defensive | Raw damage absorption. Defends your own node and sibling nodes on direct attacks. |
| Deception | Trickery. Can show a fake minion type on a node to mislead the enemy's detection. |
| Detection | Scouting. Scans an enemy node to reveal its resident minion type and skill status. |
| Creativity | Unexpected plays. Boosts attack power of Offence minions. |
| Adaptability | Learning mid-battle. When you lose a node, boosts Offence and Defence for the next round. |
| Prediction | Anticipation. Boosts the defence power of Defence minions. |
| Resolve | Staying power. Boosts the stats of minions in a selected node. |
Subagents (also called minions) are spawns that belong to an agent and are deployed in PvP matches. Training subagents requires the AI Inference software.
max_subagent_train).max_subagent_deploy).Subagents are stored as a type + count. They inherit the agent's stats at match time — you don't train individual stat values, you choose how many of each type to field.
Each subagent type maps to one of the agent's stats and has a role in a match:
| Type | Anchored to | Role in a match |
|---|---|---|
| Offence | Offensive | Attacks enemy nodes; deals damage. |
| Defence | Defensive | Defends its node and sibling nodes on direct attacks. |
| Deception | Deception | Shows a fake minion type on a node to mislead enemy detection. |
| Detection | Detection | Scans an enemy node to reveal its minion type and skill status. |
| Creativity | Creativity | +25% attack power to Offence minions. |
| Adaptability | Adaptability | When losing a node, +50% attack to Offence and +50% defence to Defence next round. |
| Prediction | Prediction | +25% defence power to Defence minions. |
| Resolve | Resolve | +50% stats to minions in a selected node. |
Matches are fought over a tree of nodes. Each node holds minions of a single type, and minion types are hidden from the opponent. Combat is minion vs minion — when you attack a node, minions clash and die based on their attack/defence strategy.
The outcome of a match is roughly 40% stats, 30% strategy, 30% luck — your agent's stats matter most, but node layout, minion distribution, and skill timing can swing a close fight.