What if the enemy in a video game was an LLM?
Not just for dialogue.
Not just for flavor text.
Not just as a chatbot inside the game.
The enemy now uses a multi-agent AI command chain — one system scans the battlefield, another evaluates the operational picture, another translates intent into orders, and the Commander executes those orders across the map.
The enemy is no longer just a script.
It is a command structure.


