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# Overworld Agent Guide - AI-Powered Overworld Editing
**Version**: 1.0
**Last Updated**: October 6, 2025
**Audience**: AI Agents, z3ed users, automation developers
---
## Overview
This guide explains how AI agents can interact with YAZE's overworld editor through the `z3ed` CLI and automation APIs. It covers:
- Available tools and commands
- Multimodal vision workflows
- Proposal-based editing
- Best practices for AI-generated edits
---
## Quick Start
### Prerequisites
```bash
# Build YAZE with AI and gRPC support
cmake -B build -DZ3ED_AI=ON -DYAZE_WITH_GRPC=ON
cmake --build build --target z3ed
# Set up AI provider (Gemini recommended for vision)
export GEMINI_API_KEY="your-key-here"
```
### First Agent Interaction
```bash
# Ask AI about a map
z3ed agent simple-chat "What tiles are at position 10,10 on map 0?" --rom zelda3.sfc
# AI agent generates edits
z3ed agent run --prompt "Place trees in a 3x3 grid at position 10,10 on map 0" \
--rom zelda3.sfc --sandbox
# Review and accept
z3ed agent diff --proposal-id <id>
z3ed agent accept --proposal-id <id>
```
---
## Available Tools
### Read-Only Tools (Safe for AI)
#### overworld-get-tile
Query tile ID at coordinates.
**Purpose**: Analyze existing tile placement
**Safety**: Read-only, no ROM modification
**Rate Limit**: None
```json
{
"tool": "overworld-get-tile",
"parameters": {
"map": 0,
"x": 10,
"y": 10
}
}
```
**Response**:
```json
{
"tile_id": 66,
"tile_id_hex": "0x0042",
"position": {"x": 10, "y": 10}
}
```
**Use Cases**:
- Check what tile currently exists before painting
- Analyze patterns in tile placement
- Verify expected tiles after edits
---
#### overworld-get-visible-region
Get tiles currently visible on canvas.
**Purpose**: Understand what the user is looking at
**Safety**: Read-only
**Rate Limit**: None
```json
{
"tool": "overworld-get-visible-region",
"parameters": {
"map": 0
}
}
```
**Response**:
```json
{
"region": {
"x_start": 0,
"y_start": 0,
"x_end": 31,
"y_end": 31
},
"tiles": [
{"x": 0, "y": 0, "tile_id": 40},
{"x": 1, "y": 0, "tile_id": 40},
...
]
}
```
**Use Cases**:
- Analyze visible area before suggesting edits
- Generate context-aware suggestions
- Understand user's current focus
---
#### overworld-analyze-region
Get tile composition and patterns in a region.
**Purpose**: Deep analysis of tile distribution
**Safety**: Read-only
**Rate Limit**: Large regions (>1000 tiles) may be slow
```json
{
"tool": "overworld-analyze-region",
"parameters": {
"map": 0,
"x1": 0,
"y1": 0,
"x2": 31,
"y2": 31
}
}
```
**Response**:
```json
{
"tile_counts": {
"40": 512, // Grass
"66": 128, // Tree
"80": 64 // Water
},
"patterns": [
{
"type": "forest",
"center": {"x": 15, "y": 15},
"size": {"width": 10, "height": 10}
}
],
"statistics": {
"total_tiles": 1024,
"unique_tiles": 15,
"most_common_tile": 40
}
}
```
**Use Cases**:
- Understand map composition before edits
- Detect patterns (forests, water bodies, paths)
- Generate statistics for reports
---
### Write Tools (Sandboxed - Creates Proposals)
#### overworld-set-tile
Paint a single tile (creates proposal).
**Purpose**: Modify single tile
**Safety**: Sandboxed, creates proposal
**Rate Limit**: Reasonable (don't spam)
```json
{
"tool": "overworld-set-tile",
"parameters": {
"map": 0,
"x": 10,
"y": 10,
"tile_id": 66
}
}
```
**Response**:
```json
{
"proposal_id": "abc123",
"success": true,
"message": "Proposal created: Set tile at (10,10) to 0x0042"
}
```
**Use Cases**:
- Fix individual tiles
- Place objects at specific coordinates
- Correct tile placement errors
---
#### overworld-set-tiles-batch
Paint multiple tiles in one operation (creates proposal).
**Purpose**: Efficient multi-tile editing
**Safety**: Sandboxed, creates proposal
**Rate Limit**: Max 1000 tiles per batch
```json
{
"tool": "overworld-set-tiles-batch",
"parameters": {
"map": 0,
"tiles": [
{"x": 10, "y": 10, "tile_id": 66},
{"x": 11, "y": 10, "tile_id": 66},
{"x": 12, "y": 10, "tile_id": 66}
]
}
}
```
**Response**:
```json
{
"proposal_id": "abc123",
"tiles_painted": 3,
"success": true
}
```
**Use Cases**:
- Create patterns (forests, paths, water bodies)
- Fill regions with specific tiles
- Generate complex map structures
---
## Multimodal Vision Workflow
### Step 1: Capture Canvas Screenshot
```bash
# From CLI
z3ed agent vision --capture-canvas "Overworld Canvas" \
--prompt "Analyze this overworld map" \
--rom zelda3.sfc
# From agent workflow
z3ed agent run --prompt "Analyze map 0 and suggest improvements" \
--rom zelda3.sfc --sandbox
```
### Step 2: AI Analyzes Screenshot
Gemini Vision API receives:
- Screenshot of canvas (PNG/JPEG)
- User prompt
- Context (map index, visible region)
AI returns:
```json
{
"analysis": {
"observations": [
"Grass tiles dominate the visible area",
"Tree tiles are sparse and unnatural",
"Water tiles at (15,15) have incorrect palette colors",
"Path from (5,5) to (25,5) is broken"
],
"composition_score": 6.5,
"issues": [
{
"type": "sparse_trees",
"severity": "medium",
"location": {"x": 10, "y": 10},
"suggestion": "Add more tree tiles for forest theme"
}
]
}
}
```
### Step 3: Generate Edit Plan
AI creates actionable plan:
```json
{
"plan": [
{
"tool": "overworld-set-tiles-batch",
"parameters": {
"map": 0,
"tiles": [
{"x": 10, "y": 10, "tile_id": 66},
{"x": 11, "y": 10, "tile_id": 66},
{"x": 12, "y": 10, "tile_id": 66}
]
},
"reason": "Create denser forest area"
}
]
}
```
### Step 4: Execute Plan (Sandbox)
```bash
# z3ed executes plan in sandbox
z3ed agent run --plan plan.json --rom zelda3.sfc --sandbox
```
### Step 5: Human Review
```bash
# View proposed changes
z3ed agent diff --proposal-id abc123
# Accept or reject
z3ed agent accept --proposal-id abc123
# or
z3ed agent reject --proposal-id abc123
```
---
## Example Workflows
### Workflow 1: Create Forest Area
**User Prompt**: "Create a forest clearing at position 15,15 with grass in the center"
**AI Plan**:
```json
{
"steps": [
{
"step": 1,
"description": "Check current tiles in region",
"tool": "overworld-analyze-region",
"parameters": {
"map": 0,
"x1": 10,
"y1": 10,
"x2": 20,
"y2": 20
}
},
{
"step": 2,
"description": "Paint grass clearing (center 5x5)",
"tool": "overworld-set-tiles-batch",
"parameters": {
"map": 0,
"tiles": [
{"x": 13, "y": 13, "tile_id": 40},
{"x": 14, "y": 13, "tile_id": 40},
...
]
}
},
{
"step": 3,
"description": "Plant trees around edges",
"tool": "overworld-set-tiles-batch",
"parameters": {
"map": 0,
"tiles": [
{"x": 10, "y": 10, "tile_id": 66},
{"x": 11, "y": 10, "tile_id": 66},
...
]
}
}
]
}
```
**CLI Execution**:
```bash
z3ed agent run --prompt "Create a forest clearing at position 15,15 with grass in the center" \
--rom zelda3.sfc --sandbox
```
**Result**: Proposal created with 50+ tile changes
---
### Workflow 2: Fix Tile Placement Errors
**User Prompt**: "Fix any water tiles that should be grass in the visible region"
**AI Plan**:
```json
{
"steps": [
{
"step": 1,
"tool": "overworld-get-visible-region",
"parameters": {"map": 0}
},
{
"step": 2,
"tool": "overworld-analyze-region",
"parameters": {
"map": 0,
"x1": 0,
"y1": 0,
"x2": 31,
"y2": 31
}
},
{
"step": 3,
"description": "Identify misplaced water tiles",
"logic": "Find water tiles (80) surrounded by grass (40)"
},
{
"step": 4,
"tool": "overworld-set-tiles-batch",
"parameters": {
"map": 0,
"tiles": [
{"x": 5, "y": 5, "tile_id": 40},
{"x": 12, "y": 8, "tile_id": 40}
]
}
}
]
}
```
---
### Workflow 3: Generate Path
**User Prompt**: "Create a path from (5,5) to (25,25) using path tiles"
**AI Plan**:
```json
{
"steps": [
{
"step": 1,
"description": "Calculate path coordinates",
"logic": "Line from (5,5) to (25,25)"
},
{
"step": 2,
"tool": "overworld-set-tiles-batch",
"parameters": {
"map": 0,
"tiles": [
{"x": 5, "y": 5, "tile_id": 50},
{"x": 6, "y": 6, "tile_id": 50},
{"x": 7, "y": 7, "tile_id": 50},
...
]
}
}
]
}
```
---
## Common Tile IDs Reference
### Grass & Ground
- `0x0028` (40) - Grass
- `0x0029` (41) - Dark grass
- `0x002A` (42) - Dirt
- `0x002B` (43) - Sand
### Trees & Plants
- `0x0042` (66) - Tree
- `0x0043` (67) - Bush
- `0x0044` (68) - Flower
### Water
- `0x0050` (80) - Water
- `0x0051` (81) - Deep water
- `0x0052` (82) - Shore
### Paths & Roads
- `0x0032` (50) - Path
- `0x0033` (51) - Road
- `0x0034` (52) - Bridge
### Structures
- `0x0060` (96) - Wall
- `0x0061` (97) - Door
- `0x0062` (98) - Window
---
## Best Practices for AI Agents
### 1. Always Analyze Before Editing
```bash
# GOOD: Check current state first
z3ed agent run --prompt "Analyze map 0 then suggest improvements" --rom zelda3.sfc --sandbox
# BAD: Blindly paint without context
z3ed agent run --prompt "Paint trees everywhere" --rom zelda3.sfc --sandbox
```
### 2. Use Batch Operations
```bash
# GOOD: Single batch operation
overworld-set-tiles-batch (50 tiles)
# BAD: 50 individual operations
overworld-set-tile (×50)
```
### 3. Provide Clear Reasoning
```json
{
"tool": "overworld-set-tile",
"parameters": {"x": 10, "y": 10, "tile_id": 66},
"reason": "Creating forest theme - tree tile at center"
}
```
### 4. Respect Tile Boundaries
Large maps (0x00-0x09, 0x80-0x89) are 512×512 pixels = 32×32 tiles.
Don't paint beyond `(31, 31)` for these maps.
### 5. Check Visibility
```json
{
"step": 1,
"tool": "overworld-get-visible-region",
"reason": "Ensure tiles are visible before analysis"
}
```
### 6. Create Reversible Edits
Always generate proposals that can be rejected:
```bash
z3ed agent run --prompt "..." --rom zelda3.sfc --sandbox # Creates proposal
z3ed agent reject --proposal-id abc123 # Can undo
```
---
## Error Handling
### "Tile ID out of range"
- **Cause**: Invalid tile ID (>4095 for Tile16)
- **Fix**: Validate tile IDs before `set-tile`
### "Coordinates out of bounds"
- **Cause**: Painting beyond map boundaries
- **Fix**: Check map dimensions (typically 32×32 tiles)
### "Proposal rejected"
- **Cause**: Human reviewer rejected changes
- **Fix**: Analyze feedback, adjust plan, try again
### "ROM file locked"
- **Cause**: ROM file open in another process
- **Fix**: Close other instances of YAZE
---
## Testing AI-Generated Edits
### Manual Testing
```bash
# Generate proposal
z3ed agent run --prompt "..." --rom zelda3.sfc --sandbox
# Review in YAZE GUI
yaze zelda3.sfc
# Open Debug → Agent Chat → Proposals
# Review proposal, accept/reject
```
### Automated Testing
```bash
# GUI automation test
z3ed agent test replay overworld_ai_edit.jsonl --rom zelda3.sfc --grpc localhost:50051
# Validate tile placement
z3ed agent test assert --tile-at 10,10 --expected-tile 66 --rom zelda3.sfc
```
---
## Advanced Techniques
### Technique 1: Pattern Recognition
Use multimodal vision to detect patterns:
```bash
z3ed agent vision --capture-canvas "Overworld Canvas" \
--prompt "Identify repeated tile patterns in this map" \
--rom zelda3.sfc
```
AI detects:
- Forest clusters
- Water bodies
- Paths and roads
- Building layouts
### Technique 2: Style Transfer
```bash
z3ed agent run --prompt "Make this map look like Kakariko Village from the dark world" \
--rom zelda3.sfc --sandbox
```
AI:
1. Analyzes Kakariko Village (map 0x18)
2. Extracts tile palette and patterns
3. Applies similar patterns to target map
### Technique 3: Procedural Generation
```bash
z3ed agent run --prompt "Generate a random forest area at 10,10 with natural-looking tree placement" \
--rom zelda3.sfc --sandbox
```
AI uses procedural algorithms:
- Perlin noise for natural randomness
- Clustering for realistic tree placement
- Edge smoothing for organic boundaries
---
## Integration with GUI Automation
### Record Human Edits
```bash
# Record editing session
z3ed agent test record --suite overworld_forest.jsonl --rom zelda3.sfc
```
### Replay for AI Training
```bash
# Replay recorded session
z3ed agent test replay overworld_forest.jsonl --rom zelda3.sfc
# AI learns from human edits
z3ed agent learn --from-recording overworld_forest.jsonl
```
### Validate AI Edits
```bash
# AI generates edits
z3ed agent run --prompt "..." --rom zelda3.sfc --sandbox
# GUI automation validates
z3ed agent test verify --proposal-id abc123 --suite validation_tests.jsonl
```
---
## Collaboration Features
### Network Collaboration
```bash
# Connect to yaze-server
z3ed net connect ws://localhost:8765
# Join session
z3ed net join ABC123 --username "ai-agent"
# AI agent edits, humans review in real-time
z3ed agent run --prompt "..." --rom zelda3.sfc --sandbox
# Proposal synced to all participants
```
### Proposal Voting
```bash
# Submit proposal to session
z3ed proposal submit --proposal-id abc123 --session ABC123
# Wait for votes
z3ed proposal wait --proposal-id abc123
# Check result
z3ed proposal status --proposal-id abc123
# Output: approved (3/3 votes)
```
---
## Troubleshooting
### Agent Not Responding
```bash
# Check AI provider
z3ed agent ping
# Test simple query
z3ed agent simple-chat "Hello" --rom zelda3.sfc
```
### Tools Not Available
```bash
# Verify z3ed build
z3ed agent describe --resource overworld
# Should show:
# - overworld-get-tile
# - overworld-set-tile
# - overworld-analyze-region
```
### gRPC Connection Failed
```bash
# Check YAZE is running with gRPC
z3ed agent test ping --grpc localhost:50051
# Start YAZE with gRPC enabled
yaze --enable-grpc zelda3.sfc
```
---
## See Also
- [Canvas Automation API](../canvas_automation_api.md) - C++ API reference
- [GUI Automation Scenarios](gui_automation_scenarios.md) - Test examples
- [z3ed README](README.md) - CLI documentation
- [Multimodal Vision](README.md#multimodal-vision-gemini) - Screenshot analysis