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.
git 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/commands/sponticelli/gamedev-claude-plugins/ai-architecture)<a href="https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/ai-architecture"><img src="https://agentmods.dev/badge/commands/sponticelli/gamedev-claude-plugins/ai-architecture/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/ai-architecture"><img src="https://agentmods.dev/badge/commands/sponticelli/gamedev-claude-plugins/ai-architecture.svg" alt="Reviewed on agentmods" width="80" 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 5.1 | $0.00010 | $0.01024 |
| Opus 5 | $0.00005 | $0.00512 |
| Sonnet 5 | $0.00002 | $0.00205 |
| Haiku 4.5 | $0.00001 | $0.00102 |
Grade A, and why
ai-architecture 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 9d 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 — 180 lines — stays where its author put it; the contents beside it link to each section on GitHub.
AI Architecture Generator
Create an AI system architecture overview document.
Context Gathering
Before generating the AI architecture, understand the project:
Analyze AI Needs
- What types of AI entities exist?
- How many simultaneous AI actors?
- What's the complexity range?
- What shared behaviors exist?
Understand Technical Context
- What engine/framework?
- What existing AI systems to work with?
- Performance budget for AI?
- Debugging requirements?
Check Patterns
- What AI architecture pattern? (FSM, BT, Utility, GOAP)
- What's the perception system?
- What's the navigation system?
- How do AI communicate?
Identify Requirements
- Must-have AI features?
- Nice-to-have AI features?
- Reusability requirements?
- Extension points needed?
Use this context to design appropriate AI architecture.
Output Format
# AI Architecture: [Game Name]
## Overview
**Primary pattern:** [FSM/BT/Utility/GOAP/Hybrid]
**Entity types:** [Number and types of AI]
**Max simultaneous:** [Concurrent AI count]
**Performance budget:** [CPU/memory allocation]
## System Diagram
┌─────────────────────────────────────────┐ │ AI Director │ │ (Spawning, Distribution, Difficulty) │ └─────────────────┬───────────────────────┘ │ ┌─────────────┼─────────────┐ ▼ ▼ ▼ ┌────────┐ ┌────────┐ ┌────────┐ │ Agent │ │ Agent │ │ Agent │ │ Brain │ │ Brain │ │ Brain │ └───┬────┘ └───┬────┘ └───┬────┘ │ │ │ ▼ ▼ ▼ ┌─────────────────────────────────────────┐ │ Shared Systems │ │ (Perception, Navigation, Blackboard) │ └─────────────────────────────────────────┘
## Core Components
### AI Director
**Purpose:** [Global AI management]
**Responsibilities:**
- [Responsibility 1]
- [Responsibility 2]
### Agent Brain
**Purpose:** [Individual decision making]
**Architecture:** [FSM/BT/etc.]
**Update rate:** [Hz or event-driven]
### Perception System
**Senses:** [Sight, hearing, etc.]
**Update rate:** [Hz]
**Culling:** [How perception is optimized]
### Navigation System
**Pathfinding:** [NavMesh/Grid/etc.]
**Steering:** [How movement is controlled]
**Avoidance:** [How agents avoid each other]
### Blackboard System
**Scope:** [Per-agent/Shared/Both]
**Data types:** [What's stored]
**Persistence:** [How long data lives]
## Entity Types
| Type | Brain Type | Complexity | Count |
|------|------------|------------|-------|
| [Type] | [FSM/BT/etc.] | [Simple/Med/Complex] | [Typical count] |
## Behavior Sharing
### Shared Components
| Component | Used By | Purpose |
|-----------|---------|---------|
| [Component] | [Entity types] | [What it does] |
### Behavior Library
[Reusable behavior patterns]
## Communication
### Agent-to-Agent
**Method:** [Direct/Event/Blackboard]
**Types:** [What's communicated]
### Agent-to-System
**Events up:** [What agents report]
**Commands down:** [What systems command]
## Performance
### Budgets
| System | Budget | Notes |
|--------|--------|-------|
| Perception | [Xms] | [Per-frame/Distributed] |
| Decision | [Xms] | [Per-frame/Distributed] |
| Navigation | [Xms] | [Per-frame/Distributed] |
### Optimization Strategies
- [LOD for distant AI]
- [Staggered updates]
- [Perception culling]
- [Cached decisions]
## Debugging
### Visualization
[What's shown in debug mode]
### Logging
[What's logged, log levels]
### Tools
[Debug tools available]
## Extension Points
### Adding New Entities
[How to add new AI types]
### Adding New Behaviors
[How to add new behaviors]
### Customization
[What can be tuned/configured]
## Implementation Phases
### Phase 1: Foundation
- [ ] [Core system 1]
- [ ] [Core system 2]
### Phase 2: Entity Types
- [ ] [Entity type 1]
- [ ] [Entity type 2]
### Phase 3: Polish
- [ ] [Polish item 1]
- [ ] [Polish item 2]
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.
- 9d ago First seen · 180 lines · 10 tokens per session scan A 79a7756c939d
ai-architecture is a command published in the GitHub repository sponticelli/gamedev-claude-plugins (15 stars, last pushed 8mo ago), licensed MIT. It adds 10 tokens to every session and 1,024 once invoked, about $0.0001 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.
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