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Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or

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awesome-gamedev-agent-skills
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$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ai --agent claude-code

How it fires

How this skill gets triggered: by you, by Claude, or both.

  • Fires itselfAuto-invocation. Claude auto-loads it when your prompt matches the work.Auto-invocation is when the right skill fires by itself at the right moment, driven by a FLOW.md router and a hook, instead of you invoking it by name. It is the difference between a skill being installed and a skill actually getting used.Read the full definition →
  • You can call itInvoke it directly when you want it.
  • Slash command/game-ai

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The summary Claude sees to decide when to auto-load this skill.

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or

SKILL.md

game-ai.SKILL.md
name: game-ai
description: >
  Design NPC and enemy decision-making with finite state machines, behavior
  trees, steering behaviors, and A* pathfinding — engine-neutral algorithms
  that pair with the detected engine's navigation API. Use when building enemy
  AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the
  user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or
  patrol/chase.

Game AI: decisions, steering, and pathfinding

Build believable NPC behavior from three separable layers: **decide** (what to do), **steer** (how to move there), and **path** (how to route around the map). Keep them decoupled — a behavior tree picks a target, the pathfinder produces waypoints, steering follows them. This skill teaches the engine-neutral algorithms; bind them to your engine via the related skills below.

When to use

  • Use when implementing enemy/NPC logic: patrols, chase/flee, guard states,

group movement, or "find a path to the player".

  • Use to choose between an **FSM** (few clear states), a **behavior tree** (many

reactive behaviors with priorities), or **steering** (smooth local movement).

  • Use when integrating pathfinding: A* on a grid/graph, or driving an engine

navmesh agent.

**When *not* to use:** for the engine's concrete navmesh/agent API and baking, use `unity-navmesh`, `unreal-behavior-trees`, or Godot's `NavigationAgent2D/3D` (see that engine skill). For movement/collision feel, use `physics-tuning`. For spawning waves along lanes, see the `tower-defense` genre skill.

Core workflow

1. **Pick the decision model by complexity.** 2–5 states with obvious transitions → FSM. Many behaviors, priorities, interruption, reuse → behavior tree. Continuous "how strongly do I want each option" → utility scoring. 2. **Separate decision from motion.** The decision layer outputs an *intent* (target position, action). Steering or pathfinding turns intent into motion. 3. **Path on the right graph.** Grid tiles, waypoint graph, or a baked navmesh. Fewer nodes = faster A*. Prefer the engine's navmesh for 3D; A* on a grid for tile games. 4. **Steer along the path**, not straight to the goal — follow the next waypoint, advancing when close, so agents round corners. 5. **Recompute paths sparingly.** Pathfind on a timer or when the goal moves a tile, not every frame. Cache the path; only the waypoint index advances. 6. **Verify by observation.** Watch the agent: does it reach the goal, get stuck on corners, oscillate between states? Draw the path and current state on screen while tuning.

Patterns

1. Finite state machine (one state object, explicit transitions)

# Each state is a small object with enter/update/exit. The machine owns "current".
class_name State
func enter(agent): pass
func update(agent, dt) -> State: return null   # return a new state to transition
func exit(agent): pass

# --- Chase state: returns Patrol when the player escapes sight range ---
class Chase extends State:
    func update(agent, dt) -> State:
        if not agent.can_see(agent.target):
            return Patrol.new()                 # transition by returning next state
        agent.move_toward(agent.target.position, dt)
        return null                             # null = stay in this state

# --- Driver: call once per frame ---
func tick(dt):
    var next = current.update(self, dt)
    if next != null:
        current.exit(self); next.enter(self); current = next

Keep transition logic *inside* states (or in a table), never as a growing pile of `if` flags. One state owns one behavior; that is what keeps an FSM readable.

2. Behavior tree tick (composite nodes return a status)

# A node's tick() returns SUCCESS, FAILURE, or RUNNING (still working this frame).
enum Status { SUCCESS, FAILURE, RUNNING }

# Sequence: run children in order; stop at the first non-SUCCESS (logical AND).
func sequence_tick(children, agent, dt) -> int:
    for child in children:
        var s = child.tick(agent, dt)
        if s != Status.SUCCESS:
            return s                 # FAILURE or RUNNING short-circuits the sequence
    return Status.SUCCESS

# Selector: try children until one succeeds or is RUNNING (logical OR / fallback).
func selector_tick(children, agent, dt) -> int:
    for child in children:
        var s = child.tick(agent, dt)
        if s != Status.FAILURE:
            return s                 # SUCCESS or RUNNING stops the search
    return Status.FAILURE

A guard AI reads top-down: `Selector[ Sequence[CanSeePlayer?, Chase], Patrol ]` — chase if visible, otherwise patrol. See `references/behavior-trees.md` for leaf nodes, decorators (Inverter, Cooldown), and a blackboard.

3. Steering: seek and arrive (smooth, frame-rate independent)

# Seek: accelerate toward a target at full speed. Steering = desired - current.
func seek(pos, vel, target, max_speed, max_force) -> Vector2:
    var desired = (target - pos).normalized() * max_speed
    return (desired - vel).limit_length(max_force)   # a force, not a teleport

# Arrive: like seek, but ramp speed down inside slow_radius so it stops cleanly.
func arrive(pos, vel, target, max_speed, max_force, slow_radius) -> Vector2:
    var offset = target - pos
    var dist = offset.length()
    if dist < 0.001: return -vel                      # already there: kill drift
    var ramped = max_speed * min(dist / slow_radius, 1.0)
    var desired = offset / dist * ramped
    return (desired - vel).limit_length(max_force)

# Per frame: vel += steering * dt; pos += vel * dt   (always scale by dt)

4. A* heuristic must not overestimate (or paths stop being shortest)

# Match the heuristic to the movement. An ADMISSIBLE heuristic (never larger
# than the true remaining cost) keeps A* optimal.
def heuristic(a, b):
    dx, dy = abs(a.x - b.x), abs(a.y - b.y)
    # return dx + dy             # Manhattan: 4-direction gri
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