game-ai-patterns

game-ai-patterns is a skill for Claude Code, Codex from HermeticOrmus/LibreGameDev-Claude-Code. It costs 0 tokens per session (2,589 once invoked), scanned A, original, MIT.

A guide to behaviour trees, a way to describe game characters' decisions as connected actions and choices.

In plain words
What is it for?
Use it to build enemy or character logic with sequence, selector, and parallel behaviour-tree nodes.
Why use it?
It provides clear rules for combining decisions: a sequence requires all steps to succeed, while a selector chooses the first successful option. Parallel nodes can run several child behaviours together.

Skill for Claude CodeCodex

Written for no agent in particular: nothing here depends on one.

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.

agentmods
npx agentmods add skills/hermeticormus/libregamedev-claude-code/game-ai-patterns
Any agent
npx skills add HermeticOrmus/LibreGameDev-Claude-Code --skill game-ai-patterns
Clone the repo
git clone --depth 1 https://github.com/HermeticOrmus/LibreGameDev-Claude-Code

Made for: Claude Code, 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 game-ai-patterns

README.md
[![agentmods](https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-ai-patterns.svg)](https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-ai-patterns)
Your own site
<a href="https://agentmods.dev/skills/hermeticormus/libregamedev-claude-code/game-ai-patterns"><img src="https://agentmods.dev/badge/skills/hermeticormus/libregamedev-claude-code/game-ai-patterns.svg" alt="Measured on agentmods" height="20"></a>
Per session 0 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 2,589 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. Scan, not verified.
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 $0.00000 $0.02589
Opus 5 $0.00000 $0.01295
Sonnet 5 $0.00000 $0.00518
Haiku 4.5 $0.00000 $0.00259

Measured 6d ago against content hash ca1a1ed38b33, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-06, from the pricing page.

Security

Grade A, and why

game-ai-patterns 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.

plugins/ai-game-behavior/skills/game-ai-patterns/SKILL.md · 285 lines

How it starts

The opening of the file, as written. The whole thing — 285 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game AI Patterns

Behavior Tree Node Types

Composite Nodes

# Sequence: all children must succeed (AND)
# Returns FAILURE on first child failure, SUCCESS if all succeed
class_name BTSequence extends BTComposite
func _tick(delta: float) -> Status:
    for child in children:
        var status := child.tick(delta)
        if status != Status.SUCCESS:
            return status  # FAILURE or RUNNING propagates up
    return Status.SUCCESS

# Selector: first child to succeed wins (OR)
# Returns SUCCESS on first child success, FAILURE if all fail
class_name BTSelector extends BTComposite
func _tick(delta: float) -> Status:
    for child in children:
        var status := child.tick(delta)
        if status != Status.FAILURE:
            return status  # SUCCESS or RUNNING propagates up
    return Status.FAILURE

# Parallel: runs all children simultaneously
# succeeds when N children succeed (default: all)
class_name BTParallel extends BTComposite
@export var success_threshold: int = -1  # -1 = all children
func _tick(delta: float) -> Status:
    var success_count := 0
    var threshold := success_threshold if success_threshold > 0 else children.size()
    for child in children:
        var status := child.tick(delta)
        if status == Status.SUCCESS:
            success_count += 1
    return Status.SUCCESS if success_count >= threshold else Status.RUNNING

Decorator Nodes

# Inverter: flips SUCCESS <-> FAILURE
class_name BTInverter extends BTDecorator
func _tick(delta: float) -> Status:
    match child.tick(delta):
        Status.SUCCESS: return Status.FAILURE
        Status.FAILURE: return Status.SUCCESS
        _: return Status.RUNNING

# Cooldown: prevents child from running more than once per interval
class_name BTCooldown extends BTDecorator
@export var cooldown_time: float = 2.0
var _last_success_time: float = -INF
func _tick(delta: float) -> Status:
    if Time.get_ticks_msec() / 1000.0 - _last_success_time < cooldown_time:
        return Status.FAILURE
    var status := child.tick(delta)
    if status == Status.SUCCESS:
        _last_success_time = Time.get_ticks_msec() / 1000.0
    return status

Read the full file on GitHub · 285 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. 6d ago First seen · 285 lines · 0 tokens per session scan A ca1a1ed38b33

Subscribe to this mod's changes

game-ai-patterns is a skill published in the GitHub repository HermeticOrmus/LibreGameDev-Claude-Code (6 stars, last pushed 3mo ago), licensed MIT. It costs nothing until one of its globs matches a file; then it loads 2,589 tokens. 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 2026-08-31.

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