Abstract
The agent architecture for character decision-making has language channels and stimulus channels. The world
of the stimulus channel is a Umwelt, enabling the creation of character AI based on the Umwelt. Furthermore, such a stimulus
world is also a neural circuit world, and character AI will be constructed based on neural networks. This study aims to
construct the umwelt of ally characters through battles between ally characters that operate on a grid -based world using
neural networks and rule-based enemy characters. Specifically, it involves equipping enemy characters with parts that serve
as activity carriers in the umwelt, enabling actions such as being attracted to or attacking those parts. Through such
experiments, this study demonstrates the design and implementation of character AI based on the umwelt.