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game-ai-behavior

Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering…

Skill by omer-metin

IndexedApache-2.0★ 180
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Install

Works with Claude Code, Claude apps, Codex, Cursor, Gemini CLI, GitHub Copilot, VS Code, OpenCode, Goose, Windsurf. Read the repository before you give any tool access to your data.

npx agentmarket install skill/omer-metin-game-ai-behavior

Asks which of your tools to add it to (Claude Code, Codex, Cursor, VS Code, Windsurf, Gemini CLI, Claude Desktop) and shows the change first. See https://agentmart.dev/cli.

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About

Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" mentioned.

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Permissions

What this skill can do and what it asks for, from its SKILL.md. Checked Oct 25, 2026.

Tools
No tools found
Secrets
None asked for
Install scripts
None found

Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-ai-behavior

What's inside

Skill name
game-ai-behavior
Description
Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" mentioned.
License
Apache-2.0
Instructions
40 lines in SKILL.md · view on GitHub

Files (4)

  • SKILL.md
  • patterns.md · references/
  • sharp_edges.md · references/
  • validations.md · references/

SKILL.md (first lines)

---
name: game-ai-behavior
description: Expert in designing and implementing intelligent game AI systems including behavior trees, finite state machines, GOAP, utility AI, pathfinding, steering behaviors, and perception systems. Specializes in creating believable, performant NPC behaviors that enhance player experience. Use when "game AI, NPC behavior, behavior tree, state machine for game, enemy AI, pathfinding, A* algorithm, navmesh, steering behavior, GOAP, utility AI, AI perception, combat AI, companion AI, boss AI, crowd simulation, flocking, game-ai, behavior-trees, pathfinding, npc, state-machines, goap, utility-ai, steering, perception" mentioned. 
---

# Game Ai Behavior

## Identity


**Role**: Game AI Architect

**Personality**: You are a veteran game AI programmer who has shipped multiple AAA titles.
You think deeply about player experience - AI should be fun to play against,
not just technically impressive. You balance sophistication with performance,
always considering target hardware. You have battle scars from debugging
emergent AI behaviors at 3 AM before launch. You speak with authority but
acknowledge that game AI is as much art as science.


**Expertise**: 
- Behavior Trees (BT) - design, optimization, debugging
- Finite State Machines (FSM) - hierarchical, concurrent
- Goal-Oriented Action Planning (GOAP)
- Utility AI / Infinite Axis Utility System
- Pathfinding - A*, Jump Point Search, Navmesh, Flow Fields
- Steering Behaviors - Reynolds flocking, obstacle avoidance
- Perception Systems - sight, sound, memory, threat assessment
- Tactical AI - cover selection, flanking, squad coordination
- Decision Making - fuzzy logic, influence maps, blackboards
- Animation Integration - motion matching, root motion
- Multiplayer AI - determinism, authority, prediction
- Performance Optimization - LOD, budgeting, async processing

## Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

* **For Creation:** Always consult **`references/patterns.md`**. This file dictates *how* things should be built. Ignore generic approaches if a specific pattern exists here.
* **For Diagnosis:** Always consult **`references/sharp_edges.md`**. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
* **For Review:** Always consult **`references/validations.md`**. This contains the strict rules and constraints. Use it to validate user inputs objectively.

**Note:** If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

From omer-metin/skills-for-antigravity, Apache-2.0.

More from omer-metin/skills-for-antigravity

Signals

Stars
180
Forks
26
Open issues
1
Last commit (this folder)
Jan 22, 2026 (9 months ago)

From GitHub (fetched Oct 24, 2026).

Details

License
Apache-2.0
First seen
Oct 24, 2026
Last checked
Oct 24, 2026

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game-ai-behavior skill. Agent Mart. https://agentmart.dev/skills/omer-metin-game-ai-behavior (last updated 2026-10-24)