npx skills add ...
npx skills add gamedev-skills/awesome-gamedev-agent-skills --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.
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-ai
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 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.
Keep 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 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.
The full A* loop (priority queue, came_from reconstruction, grid + waypoint
graphs) is in references/pathfinding.md.
if state == ... checks everywhere
recreates the mess an FSM exists to prevent. Keep transitions in the state.references/pathfinding.md — complete A* (priority queue, reconstruction),
grid vs waypoint graphs, when to defer to an engine navmesh.references/behavior-trees.md — node taxonomy, leaf/decorator implementations,
blackboard, and FSM-vs-BT selection.unity-navmesh, unreal-behavior-trees — concrete engine AI/navigation APIs.physics-tuning — movement, collision response, and agent radius.procedural-gen — generating the graph/level the AI navigates.tower-defense, fps-shooter — genres that compose this skill.