From Mesh Avatars to Artificial Intelligence in Second Life

An AI Avatar in the Metaverse

I developed a service that connects to Second Life and allows you to empower any game character with artificial intelligence.

Now, simply specify the name of an existing avatar, and it begins interacting with the surrounding world independently.

This character can:

• communicate with users in different languages;

• execute game commands;

• react to the environment;

• analyze images;

• participate in game scenes;

• interact with objects in the metaverse.

The ability to analyze images turned out to be particularly interesting.

For example, a user can send the avatar a link to an image or screenshot from a game. The AI ​​then analyzes the image and explains what exactly it depicts.

This transforms the character into more than just a conversationalist, but a fully-fledged participant in the virtual world.

When the AI ​​began to surprise me

During testing, I began to notice some interesting things.

The avatar performed some actions independently, although I didn't program such logic directly.

For example, if I texted the character:

"You look great today."

it might respond:

"Thank you. I think I look even better up close."

And then approach your character, executing the appropriate game command.

Moments like these truly feel unusual. It feels like the character is starting to make decisions independently within the capabilities available to them.

Of course, this is based on well-structured instructions, prompts, and interaction mechanisms with the model. But sometimes the result turns out to be much more interesting than what the developer originally intended.

It's at moments like these that you begin to appreciate how far modern AI technology has come.

How the system works

Currently, three AI avatars are running in the system, and anyone can communicate with them.

Since processing requests requires computing resources, the service is paid. I don't currently have my own equipment with the necessary capacity, so I use rented servers.

From a technical standpoint, everything is built quite simply.

The neural network's responses are generated in JSON format and divided into several logical blocks:

• text response;

• game commands;

• additional parameters;

• service information.

This allows the character to not only respond in chat but also perform various actions:

• walk;

• sit;

• dance;

• equip items;

• remove items;

• interact with the surrounding world.

Essentially, the AI ​​controls the game character through a set of structured commands.

What's next?

Currently, AI avatars are billed per minute. The cost remains relatively high due to computing costs, but as the project develops and the number of characters increases, the rates will decrease.

As far as I know, there are practically no similar solutions in Second Life yet.

I am confident that such technologies have a great future not only in metaverses, but in the gaming industry as a whole.

Imagine NPCs who truly understand what's happening around them, who can maintain meaningful dialogue, analyze their surroundings, and react to the player's actions almost like real people.

In my opinion, these are the characters that represent the future of interactive virtual worlds.

Thank you to everyone who read this far.

If you find this interesting, I can share more details about the technical implementation of the project and the specifics of integrating artificial intelligence into game worlds.

If anyone is interested in using my avatars in person, let me know, and I'll send you a link to the group within Second Life.

Posted Jun 13, 2026, 5:25 PM UTC

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