
Game AI
Design NPC and enemy decision-making with finite state machines, behavior trees...
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ai -g -a claude-code -y- Repository
- gamedev-skills/awesome-gamedev-agent-skills6.4k
- Category
- Design
- Updated
- 8d ago
- License
- Apache-2.0
- Context cost
- Mediumabout 1,960 tokens
- Runs scripts
- No, instructions only
What it does
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.


