ai-behavior-trees-util…
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system…
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
$ npx -y skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ai --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/game-aiContext preview
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
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.
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.
group movement, or "find a path to the player".
reactive behaviors with priorities), or **steering** (smooth local movement).
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.
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.
# 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 = nextKeep 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.
# 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.FAILUREA 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.
# 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)# 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<img src="docs/assets/banner.png" width="820" alt="awesome-gamedev-agent-skills — game-dev skills for AI coding agents.
Repo: gamedev-skills/awesome-gamedev-agent-skills
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