What problem does it solve?
Enemy AI in action games often feels unfair or broken: enemies chase forever, attack through walls, or behave unpredictably. This Skill provides a structured playbook for designing legible, bounded, and reproducible enemy behavior with deterministic regression tests.
Core Features & Use Cases
- Explicit Decision Modeling: Defines named behavior states (idle, pursue, windup, attack, stagger, retreat, boss phases) with prerequisites, exit conditions, dwell times, and cooldowns.
- Perception-Intent-Motion Separation: Structures AI into observable inputs, constrained intent selection, and authoritative navigation-driven movement.
- Fair Combat Guardrails: Enforces telegraphed attacks, spacing, and commitment so players can read and counter each enemy archetype.
- Deterministic Testing: Covers fixtures for target acquisition, obstruction, path failure, stagger, boss phases, and reset, asserting transitions rather than final positions.
- Use Case: A game developer notices enemies stunlock the player with repeated attacks. Use this Skill to add recovery cooldowns, telegraphs, and a regression test asserting the attack-to-recovery transition.
Quick Start
Use the tune-enemy-ai skill to review my enemy behavior state machine and add deterministic tests for target loss and stagger transitions.