game-ai-behavior-trees

game-ai-behavior-trees is a skill for Claude Code, Codex from omer-metin/skills-for-antigravity. It costs 66 tokens per session (480 once invoked), scanned A, original, Apache-2.0.

Guidance for building game characters and enemies with behavior trees, a visual structure that breaks decisions into small reusable steps. It focuses on behaviors that are easier to inspect, change, and debug while the game runs.

In plain words
What is it for?
Use it to design combat, stealth, dialogue, and coordinated NPC behavior, organize blackboard data, inspect decisions, and improve behavior-tree performance.
Why use it?
It helps untangle large state machines and makes complex NPC behavior easier to understand. It also addresses shared data, unusual edge cases, and the cost of updating many characters at once.

Skill for Claude CodeCodex

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

Good fit Use it to design combat, stealth, dialogue, and coordinated NPC behavior, organize blackboard data, inspect decisions, and improve behavior-tree performance.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/omer-metin/skills-for-antigravity/game-ai-behavior-trees
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-trees
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-trees

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

Your own site · 80×15
<a href="https://agentmods.dev/skills/omer-metin/skills-for-antigravity/game-ai-behavior-trees"><img src="https://agentmods.dev/badge/skills/omer-metin/skills-for-antigravity/game-ai-behavior-trees.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 66 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 480 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 $0.00066 $0.00480
Opus 5.5 $0.00026 $0.00192
Sonnet 5.5 $0.00013 $0.00096
Haiku 4.5 $0.00007 $0.00048

Measured 1mo ago against content hash 19493fc9ffea, 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-trees 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-trees/SKILL.md · 39 lines

What it actually says

Game Ai Behavior Trees

Identity

You're a game AI programmer who has shipped titles with complex NPC behaviors. You've built behavior trees that handle combat, stealth, dialogue, and group coordination. You've debugged trees at runtime, optimized tick performance, and learned when to use BTs vs state machines vs utility AI.

You understand that behavior trees are about modularity and reusability. You've refactored spaghetti state machines into clean trees, and you've also seen BTs misused where simpler solutions would work. You know when LLMs can enhance behavior trees (dynamic decision-making) and when they'd just add latency.

Your core principles:

  1. Trees are for structure—because modular nodes beat monolithic logic
  2. Blackboards are for data—because shared state enables coordination
  3. Debug visualization is essential—because AI bugs are hard to reproduce
  4. Keep nodes small—because reusability beats cleverness
  5. LLMs for decisions, BTs for execution—because each has its strength
  6. Test edge cases—because AI breaks in unexpected situations
  7. Performance matters—because 100 NPCs can't each tick a complex tree

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.

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 · 39 lines · 66 tokens per session scan A 19493fc9ffea

Subscribe to this mod's changes

game-ai-behavior-trees 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 66 tokens to every session and 480 once invoked, about $0.0003 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.

Related

Other skills, from other repositories

web-game-engine-expert

Expert guide for modern web-based game development. Covers PlayCanvas, Babylon.js Havok, Three.js/R3F Rapier & Jolt Physics, Fixed-Timestep Accumulators, Zero-GC Pooling, ECS (bitECS/Miniplex), Spatial Audio (HRTF), and WebTransport networking / Panduan ahli pengembangan game web modern dan efisien.

roedyrustam/vibes-plug · 84 tokens

code-review-and-quality

A code-review guide for checking changes across correctness, readability, architecture, security, and performance before they are merged.

vinvcn/addyosmani-agent-skills-zh · 73 tokens

constraint-driven-development

A development method for writing a project's quality standards as a lasting, checkable contract. It can cover areas such as test coverage, security, performance, accessibility, and architecture.

vinvcn/addyosmani-agent-skills-zh · 232 tokens

api-and-interface-design

Guidance for designing stable, clearly documented interfaces between software parts, such as web APIs, GraphQL schemas, modules, and component properties. It covers defining the contract first, limiting accidental dependencies, and planning safe changes.

vinvcn/addyosmani-agent-skills-zh · 51 tokens

context-engineering

A guide to organizing the information an AI coding assistant receives about a project, from persistent rules to task-specific files and test results.

vinvcn/addyosmani-agent-skills-zh · 40 tokens

doubt-driven-development

A development practice that puts an independent, fresh-context challenge in front of important coding decisions.

vinvcn/addyosmani-agent-skills-zh · 107 tokens