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.
npx agentmods add agents/sponticelli/gamedev-claude-plugins/behavior-architectgit clone --depth 1 https://github.com/sponticelli/gamedev-claude-pluginsWrote 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.
[](https://agentmods.dev/agents/sponticelli/gamedev-claude-plugins/behavior-architect)<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>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.
| Model | Per session | Once 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 |
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.
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.
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.
- 5d ago First seen · 357 lines · 31 tokens per session scan A 8a26c4ad1585
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.
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…
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…
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.…
ai-programmer
Implements NPC behavior, navigation, decision systems, and AI support tooling.
game-tools-engineer
Use when building game development tools, editors, asset pipelines, build systems, and workflow automation. Expert in tooling that multiplies team productivity.
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.