ai-architecture

ai-architecture is a command for Claude Code from sponticelli/gamedev-claude-plugins. It costs 10 tokens per session (1,024 once invoked), scanned A, original, MIT.

A command that creates an overview of how a game's artificial-intelligence systems should be organized. It considers AI entities, behavior patterns, perception, navigation, communication, performance, and debugging.

In plain words
What is it for?
Use it to plan systems based on finite-state machines, behavior trees, utility systems, goal-oriented action planning, or combinations of these approaches.
Why use it?
It helps a team choose and document a suitable structure before building many interacting AI characters. It also makes technical limits and extension needs explicit.

Command for Claude Code

Written for Claude Code: shipped in a Claude Code plugin.

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

Good fit Use it to plan systems based on finite-state machines, behavior trees, utility systems, goal-oriented action planning, or combinations of these approaches.

Compare 6 commands from other repositories ↓
Install with agentmods
npx agentmods add commands/sponticelli/gamedev-claude-plugins/ai-architecture
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.

Clone the repo
git clone --depth 1 https://github.com/sponticelli/gamedev-claude-plugins

Made for: Claude Code.

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 ai-architecture

README.md
[![agentmods](https://agentmods.dev/badge/commands/sponticelli/gamedev-claude-plugins/ai-architecture/github.svg)](https://agentmods.dev/commands/sponticelli/gamedev-claude-plugins/ai-architecture)
Your own site
<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.

agentmods 80×15 button for ai-architecture

Your own site · 80×15
<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>
Per session 10 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 1,024 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
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 5.1 $0.00010 $0.01024
Opus 5 $0.00005 $0.00512
Sonnet 5 $0.00002 $0.00205
Haiku 4.5 $0.00001 $0.00102

Measured 9d ago against content hash 79a7756c939d, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

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.

plugins/ai-systems/commands/ai-architecture.md · 180 lines

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]

Read the full file on GitHub · 180 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. 9d ago First seen · 180 lines · 10 tokens per session scan A 79a7756c939d

Subscribe to this mod's changes

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.