Individual skill

behavior-trees

Behavior tree design and implementation skill for game AI. Enables creation of behavior tree structures, custom nodes, decorators, composites, and integration with game engines for NPC and enemy AI systems.

library/specializations/game-development/skills/behavior-trees/SKILL.md

Read pinned source

Source commit feb68abe397acc14f32b34984975c48fedba2b33

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
Yes
Repository scan complete
No
Skill scan complete
No
Observed behavior
Network or broad shell
Last checked
Nov 9, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
1,901
Repository last updated
Nov 1, 2026
License
MIT

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# Behavior Trees Skill

Comprehensive behavior tree design and implementation for game AI systems, supporting multiple engines and frameworks.

## Overview

This skill provides capabilities for designing and implementing behavior trees for game AI. It covers the creation of tree structures, custom nodes, blackboard systems, and integration with Unity, Unreal Engine, and Godot behavior tree implementations.

## Capabilities

### Tree Design
- Design behavior tree structures from specifications
- Create hierarchical AI behaviors
- Balance between reactive and goal-oriented behaviors
Back to top