Behavior Trees & Utility AI
/ai-behavior-trees-utility-ai
Build a behavior-tree runtime and a Utility AI system with response curves, plus hybrid agents where the behavior tree drives utility scoring.
- GitHub 星数
- 2,085 (所在仓库星数,统计于 2026-10-21)
- 许可证
- Apache-2.0
- 最近提交
- 2026/10/09
- 作者
- gamedev-skills
所属合集
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.
信息来自作者的 README。 GameSkill 还没完整跑过。支持的 Agent 和安装步骤以作者文档为准。
安装
npx skills add gamedev-skills/awesome-gamedev-agent-skills --skill ai-behavior-trees-utility-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.
命令照搬项目 README。在本机运行前,请先看一眼仓库。
为指定 Agent 安装
| Agent | -a | 文件夹 |
|---|---|---|
| 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/ |
在命令后加 -a <参数>。以上是项目级文件夹;加 -g 则安装到你的用户目录。
包含内容
- A pitfalls section with the mistakes to avoid
- Bundled 4 reference docs the agent reads when needed
适合
- Implementing a reusable behavior-tree or utility-based decision system
- Tuning enemy/NPC decisions beyond a simple FSM
不适合
- Choosing between FSM/BT/steering or for pathfinding: use Game AI: FSM, Behavior Trees & Pathfinding instead
试试这条提示词
Build a reusable behavior tree with a blackboard for my enemy, then add utility scoring to choose its attacks.关于这个 Skill
Build a production behavior-tree runtime (Blackboard, action/condition leaves, sequence/selector/parallel composites, decorators) and a Utility AI system (response curves — linear, exponential, sigmoid, quadratic — considerations, and action evaluators), plus hybrid BT-drives-Utility agents. Use when implementing a reusable behavior-tree or utility-based decision system, or tuning enemy/NPC decisions beyond a simple FSM, or when the user mentions behavior tree, blackboard, decorator, selector, sequence, tick status, utility AI, response/scoring curve, or consideration. For choosing between FSM/BT/steering or for pathfinding, use game-ai; for Unreal's BehaviorTree/Blackboard assets, use unreal-behavior-trees.
From the ai-behavior-trees-utility-ai SKILL.md in gamedev-skills/awesome-gamedev-agent-skills.
What's inside
- Architecture at a glance
- Utility scoring in one snippet
常见问题
搭配使用
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