Game AI: decisions, steering, and pathfinding

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

Skill name
game-ai

Install

npx skills add gamedev-skills/awesome-gamedev-agent-skills

Installs every skill in the collection; the router loads game-ai when your request matches it.

Skill source

Read the full playbook in skills/disciplines/game-ai/SKILL.md.

Related skills

audio-design, camera-systems, create-game-assets, dialogue-systems, game-feel, game-ui-ux, input-systems, level-design