hermeticormus/claude-code-game-development/game-ai-patterns
Claude Code and agent skill by hermeticormus/claude-code-game-development
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Game AI code patterns: behavior tree node types, FSM transition tables, utility AI consideration curves, GOAP action definitions, Godot NavMesh agent setup, and field-of-view sensing. Use when writing or reviewing NPC decision-making, pathfinding, or perception code.
Install
npx vskill@latest install hermeticormus/claude-code-game-development/game-ai-patternsSKILL.md
Game AI Patterns
Behavior Tree Node Types
Composite Nodes
Decorator Nodes
Blackboard Pattern
FSM Transition Table Design
Utility AI Consideration Curves
GOAP Action Definition
NavMesh Agent Configuration (Godot)
Field of View Sensing
Anti-Patterns
- God FSM: >15 states in a flat FSM. Refactor into HFSM or switch to behavior tree.
- Polling perception every frame: Use Area3D enter/exit signals + periodic raycast confirm instead.
- Hardcoded transition logic: State classes that directly call
set_state(ATTACK). Use event dispatch through the transition table. - GOAP without planner cache: Replanning from scratch every frame. Cache plan, only replan on world state change or action failure.
- Utility AI with additive scoring: Product of considerations handles "all must be somewhat valid"; additive scoring allows a single extreme consideration to override everything.
Security
- Security scanPassed, 100 of 100Pattern checks on the skill's files.
- Model reviewPassed
Quality evaluation
- Task evaluationNot runNo evaluation yet. Run one in Skill Studio.
Source
- SKILL.md in the repositoryCheckingplugins/ai-game-behavior/skills/game-ai-patterns/SKILL.md
Popularity
- Repository stars
- 65
- Repository forks
- 11
- 7-day trend score
- 26
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