tune-enemy-ai

tune-enemy-ai is a skill for Codex from 2233admin/design-pipeline. It costs 55 tokens per session (323 once invoked), scanned A, a copy of tune-enemy-ai, MIT.

A guide for building and checking the computer-controlled enemies in an action game. It covers how enemies notice players, choose actions, move, attack, retreat, and change behavior.

In plain words
What is it for?
Use it to create enemy behavior states, target selection, navigation, attack choices, boss behavior, and repeatable tests for cases such as losing a target or finding a blocked path.
Why use it?
It helps prevent enemies from behaving randomly, getting stuck, attacking unfairly, or changing decisions halfway through an action. It also makes their behavior repeatable for testing.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to create enemy behavior states, target selection, navigation, attack choices, boss behavior, and repeatable tests for cases such as losing a target or finding a blocked path.

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Install with agentmods
npx agentmods add skills/2233admin/design-pipeline/tune-enemy-ai
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.

Any agent
npx skills add 2233admin/design-pipeline --skill tune-enemy-ai
Clone the repo
git clone --depth 1 https://github.com/2233admin/design-pipeline

Made for: Codex.

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 tune-enemy-ai

README.md
[![agentmods](https://agentmods.dev/badge/skills/2233admin/design-pipeline/tune-enemy-ai/github.svg)](https://agentmods.dev/skills/2233admin/design-pipeline/tune-enemy-ai)
Your own site
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/tune-enemy-ai"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/tune-enemy-ai/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 tune-enemy-ai

Your own site · 80×15
<a href="https://agentmods.dev/skills/2233admin/design-pipeline/tune-enemy-ai"><img src="https://agentmods.dev/badge/skills/2233admin/design-pipeline/tune-enemy-ai.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 55 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 323 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 100% copy Near-identical to another mod 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 $0.00055 $0.00323
Opus 5 $0.00028 $0.00161
Sonnet 5 $0.00011 $0.00065
Haiku 4.5 $0.00006 $0.00032

Measured 6d ago against content hash 13bcd0294240, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-09, from the pricing page.

Security

Grade A, and why

tune-enemy-ai 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 6d 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.

Origin

This is a copy

100% identical to tune-enemy-ai — 0 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

skill/references/mengto-skills/upstream/agent-skills/game-development/tune-enemy-ai/SKILL.md · 29 lines

What it actually says

Tune Enemy AI

Make enemy choices legible, bounded, and reproducible.

Model decisions explicitly

Use a small state machine or utility layer with named states such as idle, investigate, pursue, reposition, windup, attack, recover, stagger, retreat, and defeated. State transitions must state their prerequisites, exit conditions, minimum dwell time, and cooldown effects.

Separate perception, intent, and motion

  1. Gather observable inputs: distance, line of sight, target state, occupancy, threat, health, and timers.
  2. Select one intention from constrained legal actions.
  3. Move and animate toward that intent without rewriting the decision mid-action.

Use authoritative collision and navigation results for movement success. Do not derive them from rendered pose or assumed path completion.

Preserve fair combat

Telegraph attacks before their active window. Prevent instant turn-and-hit behavior, perpetual chase, clipped attacks through blockers, and repeated recovery spam. Add spacing and commitment so the player can read and answer each enemy archetype.

Test the decision surface

Create deterministic fixtures for target acquisition, target loss, obstruction, path failure, close-range pressure, multiple enemies, retaliation, interrupt, stagger, boss phase, and reset. Assert transitions and outcomes, not only final positions. Run a real browser encounter after automated tests.

Files

What ships with it

1 file beside SKILL.md in the same directory: the scripts, references and assets a skill reads on demand. Not counted in the per-session cost; read them before you install if any of them is executable.

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. 6d ago First seen · 29 lines · 55 tokens per session scan A 13bcd0294240

Subscribe to this mod's changes

tune-enemy-ai is a skill published in the GitHub repository 2233admin/design-pipeline (9 stars, last pushed 6d ago), licensed MIT. It adds 55 tokens to every session and 323 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. It is 100% identical to tune-enemy-ai, differing in 0 lines, and is treated as a copy.

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