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.

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ukanwat/aaabench/tree/main/.claude/skills/game-ai commit c996911fce

Frequently asked questions

npx skillmds@latest add ukanwat/game-ai