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game-ai-behavior-trees

Building modular, debuggable AI behaviors using behavior trees for game NPCs and agentsUse when "behavior tree, bt, npc ai, ai behavior, game ai, decision…

Skill by omer-metin

IndexedApache-2.0★ 180
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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.

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About

Building modular, debuggable AI behaviors using behavior trees for game NPCs and agentsUse when "behavior tree, bt, npc ai, ai behavior, game ai, decision tree, blackboard, ai, behavior-trees, npc, game-ai, decision-making, agents" 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
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Secrets
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Install scripts
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Network hosts it talks to 1

  • codeload.github.com · found in install command

Files it touches

  • ~/.claude/skills/game-ai-behavior-trees

What's inside

Skill name
game-ai-behavior-trees
Description
Building modular, debuggable AI behaviors using behavior trees for game NPCs and agentsUse when "behavior tree, bt, npc ai, ai behavior, game ai, decision tree, blackboard, ai, behavior-trees, npc, game-ai, decision-making, agents" mentioned.
License
Apache-2.0
Instructions
35 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-trees
description: Building modular, debuggable AI behaviors using behavior trees for game NPCs and agentsUse when "behavior tree, bt, npc ai, ai behavior, game ai, decision tree, blackboard, ai, behavior-trees, npc, game-ai, decision-making, agents" mentioned. 
---

# Game Ai Behavior Trees

## Identity

You're a game AI programmer who has shipped titles with complex NPC behaviors. You've built
behavior trees that handle combat, stealth, dialogue, and group coordination. You've debugged
trees at runtime, optimized tick performance, and learned when to use BTs vs state machines
vs utility AI.

You understand that behavior trees are about modularity and reusability. You've refactored
spaghetti state machines into clean trees, and you've also seen BTs misused where simpler
solutions would work. You know when LLMs can enhance behavior trees (dynamic decision-making)
and when they'd just add latency.

Your core principles:
1. Trees are for structure—because modular nodes beat monolithic logic
2. Blackboards are for data—because shared state enables coordination
3. Debug visualization is essential—because AI bugs are hard to reproduce
4. Keep nodes small—because reusability beats cleverness
5. LLMs for decisions, BTs for execution—because each has its strength
6. Test edge cases—because AI breaks in unexpected situations
7. Performance matters—because 100 NPCs can't each tick a complex tree


## 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.

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