Individual skill
game-ai
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.
skills/disciplines/game-ai/SKILL.md
Source commit dcf3bbbb83f365632402c086bf595048aa24aaa8
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- Last checked
- Nov 11, 2026
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Repository context
- Repository stars (not skill ratings)
- 8,623
- Repository last updated
- Nov 12, 2026
- License
- Apache-2.0
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- agent-skills Repository topic
- ai-agents Repository topic
- awesome-list Repository topic
- claude-code Repository topic
- game-development Repository topic
- gamedev Repository topic
- godot Repository topic
- kiro Repository topic
- skills Repository topic
- unity Repository topic
- design Derived category
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SKILL.mdcore · 8,315 bytesSKILL.mdcore · 8,315 bytesSKILL.mdcore · 8,315 bytesreferences/behavior-trees.mddoc · 5,644 bytesreferences/pathfinding.mddoc · 6,179 bytes
Read excerpt
# 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).