ai-behavior-trees

Generate modular Behavior Tree frameworks for NPC AI decision making.

Updated Feb 25, 2026
One-click install
npx skills add https://github.com/Criezzz/Gametopia2026 --skill ai-behavior-trees
Or copy as Structured Prompt for Agent
Please help me install this Agent Skill.
Skill: ai-behavior-trees
Source: https://github.com/Criezzz/Gametopia2026/tree/main/.agent/skills/ai-behavior-trees
Command: npx skills add https://github.com/Criezzz/Gametopia2026 --skill ai-behavior-trees

SYSTEM DOCUMENTATION & REQUIREMENTS

💡 This Skill includes scripts (resource) components.

What problem does it solve?

Implements a modular Behavior Tree framework for AI decision making in NPCs, enabling reusable and scalable decision logic for game AI.

Core Features & Use Cases

  • Modular node composition with support for composite nodes (Selector, Sequence), decorators (Inverter, Repeater), and action/condition nodes.
  • Facilitates common patterns such as chasing, patrolling, and combat decision making for enemies and NPCs.
  • Includes templates and a code generator to scaffold Behavior Tree implementations across projects.

Quick Start

Instantiate a root Selector with child sequences like ChaseSequence and PatrolSequence to drive NPC behavior.

Frequently Asked Questions about ai-behavior-trees

High-intent search queries and answers about installing and using this skill.

FAQPage Schema
How do I implement modular AI behavior trees for smarter NPC decision making?

Implement modular AI behavior trees by defining core node types like Selector, Sequence, Inverter, and Action to drive NPC decision making. The framework provides a script-based generator to scaffold behavior tree implementations across game projects.

What is a behavior tree framework for game AI and how does it structure NPC logic?

A behavior tree framework structures game AI logic through modular node composition. It uses composite nodes like Selector and Sequence, decorators like Inverter and Repeater, plus condition nodes to evaluate states and action nodes to execute NPC behaviors.

How do I set up patrol and chase sequences for enemy NPCs using behavior trees?

Set up patrol and chase sequences for enemy NPCs by instantiating a root Selector with child sequences like ChaseSequence and PatrolSequence. This modular composition drives combat and movement behaviors based on condition node evaluations.

Can I reuse behavior tree logic across different enemies and non-player characters?

Yes, you can reuse behavior tree logic across different enemies and non-player characters. The framework includes templates and a code generator specifically designed to scaffold and assemble scalable, reusable decision logic across multiple game AI projects.

What's the best way to scale NPC combat decision making without writing monolithic scripts?

Scale NPC combat decision making by composing modular behavior tree nodes rather than writing monolithic scripts. Combine condition nodes for state checks with action nodes for behaviors, using decorators like Repeater to manage continuous combat loops.

Do I need external dependencies to generate and assemble behavior tree implementations?

No external dependencies are required to generate and assemble behavior tree implementations. The framework operates independently using a script-based generator and templated code structure to scaffold the root selectors, sequences, and node logic.