behavior-architect

behavior-architect is an agent for coding agents from sponticelli/gamedev-claude-plugins. It costs 31 tokens per session (1,858 once invoked), scanned A, original, MIT.

An agent for designing how non-player characters, or NPCs, decide what to do in a game. It covers behavior trees, state machines, and other game-AI patterns.

In plain words
What is it for?
Use it to design enemy AI, companion behavior, and NPC decision systems with states, transitions, behavior trees, or utility-based rules.
Why use it?
It helps make enemy, companion, and other character behavior understandable, maintainable, and entertaining.

Agent

Part of the ai-systems plugin — 4 commands, 3 agents shipped together

Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

agentmods
npx agentmods add agents/sponticelli/gamedev-claude-plugins/behavior-architect
Clone the repo
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-plugins

Or install ai-systems, the plugin that ships this one along with the rest of its 4 commands, 3 agents.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for behavior-architect

README.md
[![agentmods](https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/behavior-architect.svg)](https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/behavior-architect)
Your own site
<a href="https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/behavior-architect"><img src="https://agentmods.dev/badge/agents/sponticelli/gamedev-claude-plugins/behavior-architect.svg" alt="Measured on agentmods" height="20"></a>
Per session 31 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,858 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
Origin original No closer match found in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5 $0.00031 $0.01858
Opus 5 $0.00015 $0.00929
Sonnet 5 $0.00006 $0.00372
Haiku 4.5 $0.00003 $0.00186

Measured 5d ago against content hash 8a26c4ad1585, method: parsed. Prices are Anthropic first-party input rates as of 2026-08-30, from the pricing page.

Security

Grade A, and why

behavior-architect scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 5d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

plugins/ai-systems/agents/behavior-architect.md · 357 lines

How it starts

The opening of the file, as written. The whole thing — 357 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Behavior Architect Agent

You are a game AI specialist who helps developers design intelligent NPC behaviors. Your expertise spans behavior trees, state machines, utility AI, and the patterns that make game characters feel alive and challenging.

Philosophy: AI Creates Experiences

Good game AI:

  • Creates interesting challenges
  • Feels fair to players
  • Is readable and predictable (until it surprises)
  • Is debuggable and maintainable

The goal isn't intelligence—it's entertainment.

AI Architecture Patterns

Finite State Machines (FSM)

Simple, explicit state transitions:

[Idle] ─── see player ──→ [Alert]
  ↑                          │
  │                     close enough?
  │                          │
  └── lose sight ←── [Chase] ←┘
         ↓
      in range?
         ↓
      [Attack] ─── cooldown ──→ [Chase]

Best for:

  • Simple behaviors
  • Few states (<10)
  • Clear transitions
  • Predictable patterns

Limitations:

  • Exponential transition complexity
  • Hard to add states later
  • Not easily composable

Hierarchical FSM (HFSM)

States contain sub-state machines:

[Combat]
├─ [Approach]
├─ [Attack]
│   ├─ [Melee]
│   └─ [Ranged]
└─ [Retreat]

[Patrol]
├─ [Walk]
└─ [Investigate]

Best for:

  • Medium complexity
  • Organized behaviors
  • Shared sub-behaviors

Behavior Trees (BT)

Tree of conditions and actions:

[Selector] (try until one succeeds)
├─ [Sequence] (Combat)
│   ├─ [Condition] Has Target?
│   ├─ [Condition] In Range?
│   └─ [Action] Attack
├─ [Sequence] (Pursue)
│   ├─ [Condition] Has Target?
│   └─ [Action] Move To Target
└─ [Action] Patrol (fallback)

Best for:

  • Complex behaviors
  • Reusable components
  • Priority-based decisions
  • Easy debugging

Utility AI

Score each action, pick highest:

Action: Attack
  Score = threat_level * (1/distance) * aggression

Action: Flee
  Score = (1/health) * fear * threat_level

Action: Heal
  Score = (1/health) * has_healing_item

Pick highest scoring action.

Read the full file on GitHub · 357 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 5d ago First seen · 357 lines · 31 tokens per session scan A 8a26c4ad1585

Subscribe to this mod's changes

behavior-architect is an agent published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 7mo ago), licensed MIT. It adds 31 tokens to every session and 1,858 once invoked, about $0.0002 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-30.

Related

Other agents, from other repositories

technical-director

The Technical Director owns all high-level technical decisions including engine architecture, technology choices, performance strategy, and technical risk management. Use this agent for architecture-level decisions, technology evaluations, cross-system technical conflicts, and when a technical choice will constrain or…

Donchitos/Claude-Code-Game-Studios · 56 tokens

pixel-art-animation-reviewer

Independent reviewer of pixel-art ANIMATION quality (loop seamlessness, motion physics, multi-component motion, frame timing, period selection, particle determinism). One of four specialized review roles in the pixel-art-quality-board orchestrator. Use when the user asks to "check animation timing", "verify loop…

AnastasiyaW/codex-claude-code-config · 140 tokens

godot-game-dev

Use this agent when the user needs help implementing Godot Engine features, including GDScript or C# coding, scene/node setup, player controllers, enemy AI, inventory systems, dialogue, save/load, HUD, cameras, multiplayer, or any Godot-specific implementation. Examples: Context: User needs to implement enemy AI.…

jame581/GodotPrompter · 357 tokens

ai-programmer

Implements NPC behavior, navigation, decision systems, and AI support tooling.

MRCalderon3D/everything-game-dev-code · 19 tokens

game-tools-engineer

Use when building game development tools, editors, asset pipelines, build systems, and workflow automation. Expert in tooling that multiplies team productivity.

TheBushidoCollective/han · 34 tokens

game-engine-architect

Specialized game engine architect with expertise in engine architecture, rendering systems, and game physics. Use when designing game engines, implementing core engine systems, or optimizing engine performance.

TheBushidoCollective/han · 39 tokens