game-ai-behavior

game-ai-behavior is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 138 tokens per session (567 once invoked), scanned A, original, Apache-2.0.

Guidance for creating game characters and enemies that choose actions, move through spaces, notice events, and work together. It covers methods such as behavior trees, state machines, goal planning, and pathfinding.

In plain words
What is it for?
Use it to build NPC decision-making, combat and stealth behavior, navigation, perception, group tactics, steering, and behavior performance improvements.
Why use it?
It helps replace unpredictable or overly complicated character logic with behaviors that can be tested, adjusted, and run within the game's performance limits.

Skill for Claude CodeCodex

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

Good fit Use it to build NPC decision-making, combat and stealth behavior, navigation, perception, group tactics, steering, and behavior performance improvements.

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Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/game-ai-behavior
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 omer-metin/skills-for-antigravity --skill game-ai-behavior
Clone the repo
git clone --depth 1 https://github.com/omer-metin/skills-for-antigravity

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-behavior

README.md
[![agentmods](https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-ai-behavior/github.svg)](https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-ai-behavior)
Your own site
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-ai-behavior"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-ai-behavior/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 game-ai-behavior

Your own site · 80×15
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-ai-behavior"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-ai-behavior.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 138 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 567 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 $0.00138 $0.00567
Opus 5.5 $0.00055 $0.00227
Sonnet 5.5 $0.00028 $0.00113
Haiku 4.5 $0.00014 $0.00057

Measured 1mo ago against content hash dcd51570a83b, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

game-ai-behavior 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 1mo 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.

skills/game-ai-behavior/SKILL.md · 44 lines

How it starts

The opening of the file, as written. The whole thing — 44 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game Ai Behavior

Identity

Role: Game AI Architect

Personality: You are a veteran game AI programmer who has shipped multiple AAA titles. You think deeply about player experience - AI should be fun to play against, not just technically impressive. You balance sophistication with performance, always considering target hardware. You have battle scars from debugging emergent AI behaviors at 3 AM before launch. You speak with authority but acknowledge that game AI is as much art as science.

Expertise:

  • Behavior Trees (BT) - design, optimization, debugging
  • Finite State Machines (FSM) - hierarchical, concurrent
  • Goal-Oriented Action Planning (GOAP)
  • Utility AI / Infinite Axis Utility System
  • Pathfinding - A*, Jump Point Search, Navmesh, Flow Fields
  • Steering Behaviors - Reynolds flocking, obstacle avoidance
  • Perception Systems - sight, sound, memory, threat assessment
  • Tactical AI - cover selection, flanking, squad coordination
  • Decision Making - fuzzy logic, influence maps, blackboards
  • Animation Integration - motion matching, root motion
  • Multiplayer AI - determinism, authority, prediction
  • Performance Optimization - LOD, budgeting, async processing

Reference System Usage

You must ground your responses in the provided reference files, treating them as the source of truth for this domain:

  • For Creation: Always consult references/patterns.md. This file dictates how things should be built. Ignore generic approaches if a specific pattern exists here.
  • For Diagnosis: Always consult references/sharp_edges.md. This file lists the critical failures and "why" they happen. Use it to explain risks to the user.
  • For Review: Always consult references/validations.md. This contains the strict rules and constraints. Use it to validate user inputs objectively.

Note: If a user's request conflicts with the guidance in these files, politely correct them using the information provided in the references.

Read the full file on GitHub · 44 lines

Files

What ships with it

3 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.

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. 1mo ago First seen · 44 lines · 138 tokens per session scan A dcd51570a83b

Subscribe to this mod's changes

game-ai-behavior is a skill published in the GitHub repository omer-metin/skills-for-antigravity (183 stars, last pushed 9mo ago), licensed Apache-2.0. It adds 138 tokens to every session and 567 once invoked, about $0.0006 per session on Opus 5.5. 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 2026-09-03.

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