Individual skill
tune-enemy-ai
Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.
agent-skills/game-development/tune-enemy-ai/SKILL.md
Source commit 5ea1661a0e05d82b054553daaa6baf6d0233c33c
What was checked
- Matches the observed repository HEAD
- Yes
- Scanner rules are current
- Yes
- Repository scan complete
- No
- Skill scan complete
- Yes
- Observed behavior
- Instructions only
- 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)
- 7,333
- Repository last updated
- Nov 8, 2026
- License
- MIT
Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.
- testing Derived category
Files and excerpt
File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.
Browse files
SKILL.mdcore · 1,700 bytesagents/openai.yamlasset · 195 bytes
Read excerpt
# Tune Enemy AI
Make enemy choices legible, bounded, and reproducible.
## Model decisions explicitly
Use a small state machine or utility layer with named states such as idle, investigate, pursue, reposition, windup, attack, recover, stagger, retreat, and defeated. State transitions must state their prerequisites, exit conditions, minimum dwell time, and cooldown effects.
## Separate perception, intent, and motion
1. Gather observable inputs: distance, line of sight, target state, occupancy, threat, health, and timers.
2. Select one intention from constrained legal actions.
3. Move and animate toward that intent without rewriting the decision mid-action.