Games are solved since AlphaZero. Just set up an adversarial model, and voila. Any game, any conditions.
Proactive models are simple — just generate the “internal monologue” periodically from the system prompt, mix it with the compressed state, then feed it to another model (the outputs are used as state updates). I think this is how human agency works as well.
Movement is a different story (LLMs do not work here, except as planners), but it pretty much solved too. Robot hardware is too expensive, though, and it is not clear how to power it autonomously.