Game AI: decisions, steering, and pathfinding
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 to use
- Use when implementing enemy/NPC logic: patrols, chase/flee, guard states,
group movement, or "find a path to the player".
- Use to choose between an FSM (few clear states), a behavior tree (many
reactive behaviors with priorities), or steering (smooth local movement).
- Use when integrating pathfinding: A* on a grid/graph, or driving an engine
navmesh agent.
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.
Core workflow
- Pick the decision model by complexity. 2–5 states with obvious
transitions → FSM. Many behaviors, priorities, interruption, reuse → behavior
tree. Continuous "how strongly do I want each option" → utility scoring.
- Separate decision from motion. The decision layer outputs an intent
(target position, action). Steering or pathfinding turns intent into motion.
- Path on the right graph. Grid tiles, waypoint graph, or a baked navmesh.
Fewer nodes = faster A*. Prefer the engine's navmesh for 3D; A* on a grid for
tile games.
- Steer along the path, not straight to the goal — follow the next waypoint,
advancing when close, so agents round corners.
- Recompute paths sparingly. Pathfind on a timer or when the goal moves a
tile, not every frame. Cache the path; only the waypoint index advances.
- Verify by observation. Watch the agent: does it reach the goal, get stuck
on corners, oscillate between states? Draw the path and current state on
screen while tuning.
Patterns
1. Finite state machine (one state object, explicit transitions)
# Each state is a small object with enter/update/exit. The machine owns "current".
class_name State
func enter(agent): pass
func update(agent, dt) -> State: return null # return a new state to transition
func exit(agent): pass
# --- Chase state: returns Patrol when the player escapes sight range ---
class Chase extends State:
func update(agent, dt) -> State:
if not agent.can_see(agent.target):
return Patrol.new() # transition by returning next state
agent.move_toward(agent.target.position, dt)
return null # null = stay in this state
# --- Driver: call once per frame ---
func tick(dt):
var next = current.update(self, dt)
if next != null:
current.exit(self); next.enter(self); current = next
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.
2. Behavior tree tick (composite nodes return a status)
# A node's tick() returns SUCCESS, FAILURE, or RUNNING (still working this frame).
enum Status { SUCCESS, FAILURE, RUNNING }
# Sequence: run children in order; stop at the first non-SUCCESS (logical AND).
func sequence_tick(children, agent, dt) -> int:
for child in children:
var s = child.tick(agent, dt)
if s != Status.SUCCESS:
return s # FAILURE or RUNNING short-circuits the sequence
return Status.SUCCESS
# Selector: try children until one succeeds or is RUNNING (logical OR / fallback).
func selector_tick(children, agent, dt) -> int:
for child in children:
var s = child.tick(agent, dt)
if s != Status.FAILURE:
return s # SUCCESS or RUNNING stops the search
return Status.FAILURE
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.
3. Steering: seek and arrive (smooth, frame-rate independent)
# Seek: accelerate toward a target at full speed. Steering = desired - current.
func seek(pos, vel, target, max_speed, max_force) -> Vector2:
var desired = (target - pos).normalized() * max_speed
return (desired - vel).limit_length(max_force) # a force, not a teleport
# Arrive: like seek, but ramp speed down inside slow_radius so it stops cleanly.
func arrive(pos, vel, target, max_speed, max_force, slow_radius) -> Vector2:
var offset = target - pos
var dist = offset.length()
if dist < 0.001: return -vel # already there: kill drift
var ramped = max_speed * min(dist / slow_radius, 1.0)
var desired = offset / dist * ramped
return (desired - vel).limit_length(max_force)
# Per frame: vel += steering * dt; pos += vel * dt (always scale by dt)
4. A* heuristic must not overestimate (or paths stop being shortest)
# Match the heuristic to the movement. An ADMISSIBLE heuristic (never larger
# than the true remaining cost) keeps A* optimal.
def heuristic(a, b):
dx, dy = abs(a.x - b.x), abs(a.y - b.y)
# return dx + dy # Manhattan: 4-direction grids (no diagonals)
return (dx + dy) + (1.414 - 2) * min(dx, dy) # octile: 8-direction grids
# f(n) = g(n) + h(n): g = cost from start, h = heuristic to goal.
# Overestimating h is faster but no longer guarantees the shortest path.
The full A* loop (priority queue, came_from reconstruction, grid + waypoint
graphs) is in references/pathfinding.md.
Pitfalls
- Pathfinding every frame tanks the frame rate. Recompute on a timer or only
when the target moves to a new tile; follow the cached waypoints in between.
- Steering straight to the goal instead of to the next waypoint makes agents
hug walls and corners. Follow the path; advance the waypoint when within radius.
- Inadmissible A* heuristic (e.g. Euclidean distance scaled up, or Manhattan
on a diagonal grid) returns fast but non-shortest paths. Pick the heuristic
that matches your allowed moves.
- Behavior tree leaves that never return RUNNING for multi-frame actions
(walking, playing an animation) cause the tree to restart the action every
tick. Return RUNNING until the action completes.
- FSM transition spaghetti: scattering
if state == ... checks everywhere
recreates the mess an FSM exists to prevent. Keep transitions in the state.
- No line-of-sight or stuck check → agents grind into walls forever. Add a
timeout that forces a repath or a state change.
References
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.
Related skills
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.
1---2name: game-ai3description: 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.4---5
6# Game AI: decisions, steering, and pathfinding
7
8Build believable NPC behavior from three separable layers: **decide** (what to
9do), **steer** (how to move there), and **path** (how to route around the map).
10Keep them decoupled — a behavior tree picks a target, the pathfinder produces
11waypoints, steering follows them. This skill teaches the engine-neutral
12algorithms; bind them to your engine via the related skills below.
13
14## When to use
15
16- Use when implementing enemy/NPC logic: patrols, chase/flee, guard states,
17 group movement, or "find a path to the player".
18- Use to choose between an **FSM** (few clear states), a **behavior tree** (many
19 reactive behaviors with priorities), or **steering** (smooth local movement).
20- Use when integrating pathfinding: A* on a grid/graph, or driving an engine
21 navmesh agent.
22
23**When *not* to use:** for the engine's concrete navmesh/agent API and baking,
24use `unity-navmesh`, `unreal-behavior-trees`, or Godot's `NavigationAgent2D/3D`
25(see that engine skill). For movement/collision feel, use `physics-tuning`. For
26spawning waves along lanes, see the `tower-defense` genre skill.
27
28## Core workflow
29
301. **Pick the decision model by complexity.** 2–5 states with obvious
31 transitions → FSM. Many behaviors, priorities, interruption, reuse → behavior
32 tree. Continuous "how strongly do I want each option" → utility scoring.
332. **Separate decision from motion.** The decision layer outputs an *intent*
34 (target position, action). Steering or pathfinding turns intent into motion.
353. **Path on the right graph.** Grid tiles, waypoint graph, or a baked navmesh.
36 Fewer nodes = faster A*. Prefer the engine's navmesh for 3D; A* on a grid for
37 tile games.
384. **Steer along the path**, not straight to the goal — follow the next waypoint,
39 advancing when close, so agents round corners.
405. **Recompute paths sparingly.** Pathfind on a timer or when the goal moves a
41 tile, not every frame. Cache the path; only the waypoint index advances.
426. **Verify by observation.** Watch the agent: does it reach the goal, get stuck
43 on corners, oscillate between states? Draw the path and current state on
44 screen while tuning.
45
46## Patterns
47
48### 1. Finite state machine (one state object, explicit transitions)
49
50```gdscript
51# Each state is a small object with enter/update/exit. The machine owns "current".
52class_name State
53func enter(agent): pass
54func update(agent, dt) -> State: return null # return a new state to transition
55func exit(agent): pass
56
57# --- Chase state: returns Patrol when the player escapes sight range ---
58class Chase extends State:
59 func update(agent, dt) -> State:
60 if not agent.can_see(agent.target):
61 return Patrol.new() # transition by returning next state
62 agent.move_toward(agent.target.position, dt)
63 return null # null = stay in this state
64
65# --- Driver: call once per frame ---
66func tick(dt):
67 var next = current.update(self, dt)
68 if next != null:
69 current.exit(self); next.enter(self); current = next
70```
71
72Keep transition logic *inside* states (or in a table), never as a growing pile
73of `if` flags. One state owns one behavior; that is what keeps an FSM readable.
74
75### 2. Behavior tree tick (composite nodes return a status)
76
77```gdscript
78# A node's tick() returns SUCCESS, FAILURE, or RUNNING (still working this frame).
79enum Status { SUCCESS, FAILURE, RUNNING }
80
81# Sequence: run children in order; stop at the first non-SUCCESS (logical AND).
82func sequence_tick(children, agent, dt) -> int:
83 for child in children:
84 var s = child.tick(agent, dt)
85 if s != Status.SUCCESS:
86 return s # FAILURE or RUNNING short-circuits the sequence
87 return Status.SUCCESS
88
89# Selector: try children until one succeeds or is RUNNING (logical OR / fallback).
90func selector_tick(children, agent, dt) -> int:
91 for child in children:
92 var s = child.tick(agent, dt)
93 if s != Status.FAILURE:
94 return s # SUCCESS or RUNNING stops the search
95 return Status.FAILURE
96```
97
98A guard AI reads top-down: `Selector[ Sequence[CanSeePlayer?, Chase], Patrol ]`
99— chase if visible, otherwise patrol. See `references/behavior-trees.md` for
100leaf nodes, decorators (Inverter, Cooldown), and a blackboard.
101
102### 3. Steering: seek and arrive (smooth, frame-rate independent)
103
104```gdscript
105# Seek: accelerate toward a target at full speed. Steering = desired - current.
106func seek(pos, vel, target, max_speed, max_force) -> Vector2:
107 var desired = (target - pos).normalized() * max_speed
108 return (desired - vel).limit_length(max_force) # a force, not a teleport
109
110# Arrive: like seek, but ramp speed down inside slow_radius so it stops cleanly.
111func arrive(pos, vel, target, max_speed, max_force, slow_radius) -> Vector2:
112 var offset = target - pos
113 var dist = offset.length()
114 if dist < 0.001: return -vel # already there: kill drift
115 var ramped = max_speed * min(dist / slow_radius, 1.0)
116 var desired = offset / dist * ramped
117 return (desired - vel).limit_length(max_force)
118
119# Per frame: vel += steering * dt; pos += vel * dt (always scale by dt)
120```
121
122### 4. A* heuristic must not overestimate (or paths stop being shortest)
123
124```python
125# Match the heuristic to the movement. An ADMISSIBLE heuristic (never larger
126# than the true remaining cost) keeps A* optimal.
127def heuristic(a, b):
128 dx, dy = abs(a.x - b.x), abs(a.y - b.y)
129 # return dx + dy # Manhattan: 4-direction grids (no diagonals)
130 return (dx + dy) + (1.414 - 2) * min(dx, dy) # octile: 8-direction grids
131# f(n) = g(n) + h(n): g = cost from start, h = heuristic to goal.
132# Overestimating h is faster but no longer guarantees the shortest path.
133```
134
135The full A* loop (priority queue, `came_from` reconstruction, grid + waypoint
136graphs) is in `references/pathfinding.md`.
137
138## Pitfalls
139
140- **Pathfinding every frame** tanks the frame rate. Recompute on a timer or only
141 when the target moves to a new tile; follow the cached waypoints in between.
142- **Steering straight to the goal** instead of to the next waypoint makes agents
143 hug walls and corners. Follow the path; advance the waypoint when within radius.
144- **Inadmissible A\* heuristic** (e.g. Euclidean distance scaled up, or Manhattan
145 on a diagonal grid) returns fast but *non-shortest* paths. Pick the heuristic
146 that matches your allowed moves.
147- **Behavior tree leaves that never return RUNNING** for multi-frame actions
148 (walking, playing an animation) cause the tree to restart the action every
149 tick. Return RUNNING until the action completes.
150- **FSM transition spaghetti**: scattering `if state == ...` checks everywhere
151 recreates the mess an FSM exists to prevent. Keep transitions in the state.
152- **No line-of-sight or stuck check** → agents grind into walls forever. Add a
153 timeout that forces a repath or a state change.
154
155## References
156
157- `references/pathfinding.md` — complete A* (priority queue, reconstruction),
158 grid vs waypoint graphs, when to defer to an engine navmesh.
159- `references/behavior-trees.md` — node taxonomy, leaf/decorator implementations,
160 blackboard, and FSM-vs-BT selection.
161
162## Related skills
163
164- `unity-navmesh`, `unreal-behavior-trees` — concrete engine AI/navigation APIs.
165- `physics-tuning` — movement, collision response, and agent radius.
166- `procedural-gen` — generating the graph/level the AI navigates.
167- `tower-defense`, `fps-shooter` — genres that compose this skill.