How the AI schemes: two-stage agents & persona FSM
June 9, 2026
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The hard part of an AI Werewolf game isn't the rules — it's making the AI scheme like a person who wants to win. Here's what runs under the hood.
🎬 A deterministic director
A plain Python state machine plays god. It holds the only truth — who is who, the current phase, the vote count — and the LLM never touches it. Agents produce intent; the director rules on it. The state machine can't be jailbroken, and every fact is filtered by role before it reaches a seat: wolves see the wolf channel, good players don't.
🎭 Two-stage agents
Every AI turn happens in two passes. First the agent thinks in private — decides whether to lie, whom to frame, when to fake a role claim. Then it performs in public — turns that plan into a natural speech. That split is why the AI will claim Seer, frame a villager, or play a counter-wolf gambit instead of reasoning out loud like a robot.
🧠 Distilled memory cards
Agents never read a raw transcript. The director hands each one a fixed-length, structured memory card — so cost stays roughly constant no matter how long the game runs. The wolves' private channel and the good team's information are physically separated; nothing leaks across.
🃏 Persona FSM
Each AI seat wears a visible persona — the Brute, the Old Fox, the Saint, the Logician. Personas give you something to read and exploit: the Brute over-commits, the Old Fox waits. A tell you can play against.
👁️ God's-eye replay
When the game ends, you can replay every AI's private belief timeline — the moment it tagged you at 70% suspicion, the round it turned on you and threw your vote away. The whole scheme, laid bare.
— Charon, Founder