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tune-enemy-ai

Build and tune enemy behavior for action games, including targeting, movement, attacks, retreats, and boss phases. Organize decisions into explicit states, make attacks readable to players, and check behavior with repeatable tests and browser encounters.

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Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.

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适用场景

  • Implementing enemy detection, pursuit, and retreat
  • Tuning attack warnings and combat spacing
  • Debugging boss phases and interrupted actions
  • Testing behavior after target loss or path failure

包含的文件(2)

  • SKILL.md1.7 KB
  • agents/openai.yaml195 B

SKILL.md(原文)

安装前可以查看交给 AI 代理的指令内容。

Tune Enemy AI

Make enemy choices legible, bounded, and reproducible.

Model decisions explicitly

Use a small state machine or utility layer with named states such as idle, investigate, pursue, reposition, windup, attack, recover, stagger, retreat, and defeated. State transitions must state their prerequisites, exit conditions, minimum dwell time, and cooldown effects.

Separate perception, intent, and motion

  1. Gather observable inputs: distance, line of sight, target state, occupancy, threat, health, and timers.
  2. Select one intention from constrained legal actions.
  3. Move and animate toward that intent without rewriting the decision mid-action.

Use authoritative collision and navigation results for movement success. Do not derive them from rendered pose or assumed path completion.

Preserve fair combat

Telegraph attacks before their active window. Prevent instant turn-and-hit behavior, perpetual chase, clipped attacks through blockers, and repeated recovery spam. Add spacing and commitment so the player can read and answer each enemy archetype.

Test the decision surface

Create deterministic fixtures for target acquisition, target loss, obstruction, path failure, close-range pressure, multiple enemies, retaliation, interrupt, stagger, boss phase, and reset. Assert transitions and outcomes, not only final positions. Run a real browser encounter after automated tests.

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