Game AI: FSM, Behavior Trees & Pathfinding
/game-ai
NPC and enemy decision-making with state machines, behavior trees, steering and A* pathfinding, paired with your engine's navigation API.
- GitHub stars
- 2,085 (repository stars as of 2026-10-21)
- License
- Apache-2.0
- Last commit
- 2026/10/09
- By
- gamedev-skills
Part of
Awesome Gamedev Agent Skills
74 portable SKILL.md skills for Godot, Unity, Unreal, Phaser, PixiJS, three.js, Bevy, pygame, LÖVE and Roblox, with a router.
Listed from the author's README. GameSkill has not run this end to end yet. Agent support and install steps are as documented by the author.
Install
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill game-aiInstalls only this skill. Add -a claude-code (puts it in .claude/skills/), -a codex or -a cursor (.agents/skills/) to choose the agent, and -g to install it for your user instead of the project.
Commands are copied from the project's README. Check the repository before running anything on your machine.
Install for a specific agent
| Agents | -a | Folder |
|---|---|---|
| Claude Code | claude-code | .claude/skills/ |
| Codex | codex | .agents/skills/ |
| Cursor | cursor | .agents/skills/ |
| Gemini CLI | gemini-cli | .agents/skills/ |
| GitHub Copilot | github-copilot | .agents/skills/ |
| OpenCode | opencode | .agents/skills/ |
| Windsurf | windsurf | .windsurf/skills/ |
Add -a <flag> to the command. These are project folders; add -g to install for your user account instead.
What you get
- Worked steps: Finite state machine; Behavior tree tick; Steering: seek and arrive; A* heuristic must not overestimate
- A pitfalls section with the mistakes to avoid
- Bundled 2 reference docs the agent reads when needed
Good fit
- Building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding
Try this prompt
Make my enemies patrol, spot the player and chase them with A* pathfinding.About this skill
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.
From the game-ai SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- Finite state machine (one state object, explicit transitions)
- Behavior tree tick (composite nodes return a status)
- Steering: seek and arrive (smooth, frame-rate independent)
- A* heuristic must not overestimate (or paths stop being shortest)
FAQ
Works well with
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