game-ai
game-ai
Purpose
This skill develops AI algorithms for games, focusing on pathfinding (e.g., A* algorithm), decision trees for NPC behaviors, and machine learning integration (e.g., using TensorFlow for training models). It helps automate AI logic in game development workflows.
When to Use
- When implementing NPC navigation in games, such as finding optimal paths in a grid-based world.
- For creating decision-making systems, like enemy AI choosing actions based on game states.
- Integrating ML for adaptive AI, such as training models to predict player moves in real-time simulations.
Key Capabilities
- Pathfinding: Implements A* algorithm with configurable heuristics; supports grid-based maps up to 100x100 cells.
- Decision Trees: Builds trees from JSON config files, e.g., {"node": "if health < 50 then flee"}; evaluates in under 10ms per decision.
- Machine Learning Integration: Wraps TensorFlow APIs for model training; uses endpoints like
/api/ml/trainwith input vectors for reinforcement learning in games. - Optimization: Includes flags for performance tuning, such as
--optimize-memoryto reduce heap usage by 20% in pathfinding routines.
Usage Patterns
To use this skill, invoke it via OpenClaw's CLI or API, passing required parameters. Always set the environment variable $GAME_AI_API_KEY for authentication. For pathfinding, call a function with a start/end point and grid; for decision trees, load a config and evaluate inputs. Structure code to handle asynchronous responses, e.g., wrap API calls in try-catch blocks.
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