game-ai-strategy-design

game-ai-strategy-design is a skill for Codex from zhuanggenhua/BoardGame. It costs 47 tokens per session (1,831 once invoked), scanned A, original, MIT.

A workflow for designing or rebuilding strategy for computer-controlled board-game players. It separates a character's play style, the evaluation of the game situation, and the execution of legal actions.

In plain words
What is it for?
Use it to improve dice rolls, card plays, skill choices, targets, scoring rules, resource use, character or faction profiles, and tests that demonstrate better decisions.
Why use it?
It addresses AI that is technically able to act but makes short-sighted choices, wastes resources, breaks up strong combinations, or fails to recognise important winning opportunities.

Skill for Codex

Written for Codex: agents/openai.yaml present.

Good fit Use it to improve dice rolls, card plays, skill choices, targets, scoring rules, resource use, character or faction profiles, and tests that demonstrate better decisions.

Compare 6 skills from other repositories ↓
Install with agentmods
npx agentmods add skills/zhuanggenhua/boardgame/game-ai-strategy-design
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 zhuanggenhua/BoardGame --skill game-ai-strategy-design
Clone the repo
git clone --depth 1 https://github.com/zhuanggenhua/BoardGame

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 game-ai-strategy-design

README.md
[![agentmods](https://agentmods.dev/badge/skills/zhuanggenhua/boardgame/game-ai-strategy-design/github.svg)](https://agentmods.dev/skills/zhuanggenhua/boardgame/game-ai-strategy-design)
Your own site
<a href="https://agentmods.dev/skills/zhuanggenhua/boardgame/game-ai-strategy-design"><img src="https://agentmods.dev/badge/skills/zhuanggenhua/boardgame/game-ai-strategy-design/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-strategy-design

Your own site · 80×15
<a href="https://agentmods.dev/skills/zhuanggenhua/boardgame/game-ai-strategy-design"><img src="https://agentmods.dev/badge/skills/zhuanggenhua/boardgame/game-ai-strategy-design.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 47 Skills are progressive disclosure: only the name and description are preloaded; the body loads when the skill is used.
When invoked 1,831 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. Third-party audits
  • NVIDIA SkillSpector warn 7 Sept 2026
SkillSpector: 1 finding, up to medium

These are SkillSpector’s own severities. On a checked sample its high-severity flags on skills were ~96% false positives — a documented command, a public API, a “never do X” rule — so we show them as a caution to read, not a verdict. Why →

  • medium MCP Rug Pull · line 90
    npx commands without a version suffix (e.g. @1.0.0) create a rug-pull risk if the upstream server is compromised and publishes a malicious update.
    Fix: Pin the version: npx @scope/[email protected]
How audits are shown
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 $0.00047 $0.01831
Opus 5 $0.00023 $0.00915
Sonnet 5 $0.00009 $0.00366
Haiku 4.5 $0.00005 $0.00183

Measured 12d ago against content hash ac70f887b6ec, method: parsed. Prices are Anthropic first-party input rates as of 2026-09-12, from the pricing page.

Security

Grade A, and why

game-ai-strategy-design 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 12d 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.

.spec/skills/game-ai-strategy-design/SKILL.md · 118 lines

How it starts

The opening of the file, as written. The whole thing — 118 lines — stays where its author put it; the contents beside it link to each section on GitHub.

Game AI Strategy Design

目标

把“能动的 AI”升级成“像会玩的人”的 AI。默认先理解游戏目标、局势评价和玩家反馈,再把策略拆成可解释、可测试、可逐步调参的模型;不要靠继续堆单点 if 解决“AI 蠢”的反馈。

先锁定前提

动代码前必须说清四件事:

  1. 问题对象:具体是哪款游戏、哪个阶段、哪类决策,例如投骰追击、出牌、选技能、目标选择。
  2. 真相来源:玩家反馈、现有测试、源码、攻略/规则资料、成熟游戏 AI 对比,哪些已经命中症状。
  3. 目标入口:本地 AI、远程 AI、移动端表现、线上 OTA 版本还是测试环境。
  4. 验收口径:用哪些回归场景证明更聪明,例如保留高价值结果、继续追高收益组合、不为低收益动作浪费资源。

缺任一项时,先补证据或向用户问最小问题,不要直接改。

设计流程

1. 先复盘真实反馈

  • 把玩家说法翻译成决策失败模式:短视、拆好牌、不会追大招、不会留资源、不会阻止对手、不会看胜负点。
  • 找到对应动作入口:legal actions、评分器、投影函数、局势估值、阶段推进或卡牌交互。
  • 写出反例场景:当前骰面/手牌/资源/回合数/可选动作,以及好玩家通常会做什么。

2. 再读成熟参照

  • 优先对比仓库里已成熟的同类 AI,例如局势评分、胜负点 swing、阻止对手、角色 / 派系画像、局部模拟。
  • 只迁移思想,不硬搬数值。先问:这个游戏的“赢分”是什么,当前行动如何改变胜率。
  • 输出差距结论:当前 AI 是阶段专家、全局局势评估器、资源管理器,还是只是一组动作偏好。

3. 拆成三层模型

  • 打法画像:角色、派系、卡组或玩法包偏好。说明它偏爆发、控场、资源、抢节奏还是防守。
  • 局势/期望模型:用可计算指标表示好坏,例如伤害期望、得分差、成功率、缺口、风险、剩余机会、资源消耗。
  • 行动执行模型:把评分落到真实合法动作,例如锁骰、重投、打牌、选技能、弃牌、结束阶段。

任何新策略都应能落到这三层之一。落不进去的 if,通常需要重新设计。

行动收益必须来自结算结果

  • “能打出 / 合法动作 / 有策略标签 / 目标基地压力高”只能说明候选可评估,不能单独算收益。
  • 对会消耗资源的行动(例如行动牌、手牌、次数、能量),评分前必须扣住执行后的真实收益:状态评分变化、规则效果事件、打开可收口的己方后续选择,或明确的对手阻断收益。
  • 如果动作预演后只有“没有有效目标”反馈、没有状态收益、没有己方后续选择,默认强降权或让结束 / pass / skip 胜出;不得为每张牌继续堆单卡 if 来掩盖评分模型缺口。
  • legal actions 只保证“真人和 AI 都能执行同一批合法命令”;策略层必须再判断“执行后值不值得”。不能用合法性校验替代收益预测,也不能用节奏基础分覆盖预演结果。
  • 回归测试至少覆盖一个“命令合法但结算零收益”的反例,证明 AI 不是靠某张牌的特例过滤才变聪明。

共享 outcome 合同

  • 新增或重构“打出 / 发动 / 消耗资源”的 AI 策略时,优先接 src/engine/ai/actionOutcome.ts 的共享合同:游戏层提供真实执行预演 adapter,共享 scorer 消费 utilityDelta / hasMeaningfulEffect / hasOwnedFollowUp / feedbackKeys 等结果分类。
  • GameAiRuntime.projectActionOutcome 是游戏对共享 AI 框架暴露执行结果的标准入口;新策略不应把“零收益 / 无目标 / 空耗资源”的判断散落在多个 scorer、lookahead、phase-hold 或单卡 if 中。
  • 共享层只定义结果分类和扣分门槛,不写游戏收益公式。VP、伤害、位置、牌差、资源、骰面等收益定义仍由各游戏 adapter 翻译成 outcome。
  • 已有真实结算预演 adapter 的游戏,新增可消耗资源动作应优先复用该 adapter;只有共享 outcome 合同无法表达的新收益形态,才扩展对应游戏 adapter,不为单个对象绕开框架补特例。

4. 给每个策略写反例测试

至少覆盖:

  • 玩家反馈中的原始坏例子。
  • 高收益但需要忍住低阶收益的例子。
  • 没有资源/机会不足时不硬追的止损例子。
  • 与旧合同相邻的稳定性测试,避免修聪明后又卡死或非法动作。

测试名用中文描述玩家能听懂的行为,不只写内部函数名。

5. 重构优先级

优先做:

  • 把上下文、候选生成、评分、动作优先级拆开。
  • 把“当前已成技能”和“更高目标追击”分开评价。
  • 把资源牌/改骰牌/重掷机会作为概率加成或成本,而不是写死必追或不追。
  • 保留可调权重的集中位置,方便后续按角色/难度调参。

Read the full file on GitHub · 118 lines

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. 12d ago First seen · 118 lines · 47 tokens per session scan A ac70f887b6ec

Subscribe to this mod's changes

game-ai-strategy-design is a skill published in the GitHub repository zhuanggenhua/BoardGame (23 stars, last pushed yesterday), licensed MIT. It adds 47 tokens to every session and 1,831 once invoked, about $0.0002 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.

Related

Other skills, from other repositories

gameobject-component-destroy

Destroy one or more Components from a target GameObject. Missing (null) components are skipped — they cannot be destroyed. Use 'gameobject-find' and 'gameobject-component-get' to identify the components first.

IvanMurzak/Unity-MCP · 49 tokens

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).

IvanMurzak/Unity-MCP · 59 tokens

godot-signals-groups

Build event-driven, decoupled Godot 4.7 gameplay with signals and node groups: declare and emit custom signals, connect with Callables (incl. bind/one-shot), and broadcast to many nodes via groups and callgroup. Use when wiring node communication in a Godot project, replacing tight references with signals…

gamedev-skills/awesome-gamedev-agent-skills · 95 tokens

motion

How an agent turns a character mesh into a usable animated FBX — and how to judge whether the result is shippable.

OpenDCAI/GameFactory-3A · 0 tokens

unity-addressables

Manage Addressables groups, entries, profiles and content builds (com.unity.addressables, reflection-based).

Besty0728/Unity-Skills · 25 tokens

threejs-exposure-color-grading

Build a measured exposure and grading path in Three.js. Use for a 64x36 encoded luminance meter, asynchronous readback, weighted log-average exposure, asymmetric adaptation, single tone-map ownership, and a generated 32-cube post-tone-map LUT.

scottstts/Threejs-Awesome-Graphics-Agent-Skills · 60 tokens