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 skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-aigit clone --depth 1 https://github.com/gamedev-skills/awesome-gamedev-agent-skillsWrote 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/skills/gamedev-skills/awesome-gamedev-agent-skills/ai-behavior-trees-utility-ai)<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/ai-behavior-trees-utility-ai"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/ai-behavior-trees-utility-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.
<a href="https://agentmods.dev/skills/gamedev-skills/awesome-gamedev-agent-skills/ai-behavior-trees-utility-ai"><img src="https://agentmods.dev/badge/skills/gamedev-skills/awesome-gamedev-agent-skills/ai-behavior-trees-utility-ai.svg" alt="Reviewed on agentmods" width="80" height="20"></a>- Socket pass
- Snyk pass
- NVIDIA SkillSpector pass
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 | $0.00158 | $0.02019 |
| Opus 5 | $0.00079 | $0.01009 |
| Sonnet 5 | $0.00032 | $0.00404 |
| Haiku 4.5 | $0.00016 | $0.00202 |
Grade A, and why
ai-behavior-trees-utility-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 13d 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 — 166 lines — stays where its author put it; the contents beside it link to each section on GitHub.
Behavior Trees & Utility AI
Two complementary ways to structure NPC decision-making, plus how to combine them. A behavior tree (BT) expresses structured, prioritized, reactive logic as a tree that is "ticked" each step. Utility AI answers "how much do I want each option right now?" by scoring actions with normalized curves and picking the best. Ship believable agents by using a BT for structure and Utility AI where graded trade-offs matter.
This skill is the implementation companion to game-ai (which helps you choose between
FSM / BT / steering / pathfinding). Read game-ai to pick a model; read this to build the
runtime.
When to use
- Use to build a reusable BT runtime: a
Blackboard,Nodebase, action/condition leaves,Sequence/Selector/Parallelcomposites, and decorators (Inverter, Cooldown, Repeat). - Use to build a Utility AI decider: response curves, considerations, and an evaluator that scores and selects actions (max, softmax, or weighted-random for variety).
- Use to build hybrid AI — a BT whose leaf delegates the "which attack / which target" choice to a utility evaluator.
When not to use: to choose between FSM, BT, steering, or pathfinding, and for A*/navmesh
routing, use game-ai. For Unreal's asset-based BehaviorTree/Blackboard, BTTask/BTService
and AIController, use unreal-behavior-trees. For the navmesh agent that moves the NPC, use
unity-navmesh or the engine's navigation node.
Core workflow
- Pick the model. Structured, prioritized, interruptible behavior → BT. Continuous "score every option" decisions (targeting, needs, item choice) → Utility. Both → hybrid.
- Design the Blackboard first. One typed key/value store per agent is the shared memory that decouples nodes; leaves read/write it and never hold references to each other.
- Write leaves. Conditions return
Success/Failureimmediately; actions returnRunningacross frames until they finish. Keep leaves small and side-effect-explicit. - Compose.
Selector= OR/fallback (first non-failure wins);Sequence= AND (stop at first non-success);Parallelfor concurrent branches. Wrap with decorators for policy (invert, cooldown, repeat, force-success). - For Utility: enumerate considerations, map each raw fact through a normalized 0..1 curve, combine (weighted product with compensation, or weighted sum), then select the max — add hysteresis so agents don't flip-flop on ties.
- Tick deliberately. Tick the tree/evaluator once per decision step (often slower than
render). Preserve
Runningstate between ticks; verify by drawing the active path and the per-action scores on screen while tuning.
What ships with it
4 files 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.
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.
- 13d ago First seen · 166 lines · 158 tokens per session scan A 185960eddb16
ai-behavior-trees-utility-ai is a skill published in the GitHub repository gamedev-skills/awesome-gamedev-agent-skills (952 stars, last pushed 2d ago), licensed Apache-2.0. It adds 158 tokens to every session and 2,019 once invoked, about $0.0008 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 skills, from other repositories
assets-get-data
Get asset data from the asset file in the Unity project — every serializable field and property. Supports token-saving path-scoped reads via paths or viewQuery. Use 'assets-find' to find the asset first.
gameobject-set-parent
Reparent a batch of GameObjects under a new parent in the currently opened Prefab or active Scene. Per-item failures are reported in the returned status string instead of aborting the batch. Use 'gameobject-find' to locate the GameObjects first.
unity-version-split
Split a C# file into Unity 6.5+ and pre-Unity 6.5 variants. Use when a file needs different implementations for different Unity versions due to API changes (e.g., EntityId vs int, GetEntityId vs GetInstanceID).
profiler-save-data
Save a snapshot of profiler-derived stats (status + memory + rendering + script + frame capture) to a JSON file. Built-in Unity APIs only.
assets-shader-list-all
List all shaders available in the project assets and packages, sorted by name. Use this to discover a valid shaderName for 'assets-material-create'.
profiler-stop
Disable Unity's runtime profiler. Idempotent — calling when already disabled returns the current disabled state.