enemy-ai-framework

Installation
SKILL.md

Enemy AI Framework

Build the AI layer of a game. References: Genshin's GDC 2021 scalable AI (200+ designer-authored archetypes), the attack-token model (Doom 2016, God of War), F.E.A.R.'s GOAP and the "illusion of intelligence", Halo's archetype sandbox, souls-like aggro/leash. Excluded (covered elsewhere): boss phase data (combat-system), town-NPC schedules.

The two architecture rules

  1. The brain decides; the body is the player's. AI emits intents — MoveTo(pos), Attack(target, skillId) — consumed by the same character controller and combat system as the player. Payoff: staggers/knockbacks work identically, no movement cheating, hitboxes implemented once, and you can plug an AI brain into the player character for soak tests. ("Have the AI press buttons.")
  2. Decision architecture by role, designer-authorability as the deciding criterion (Genshin rejected one big BT for productivity):
Installs
10
GitHub Stars
2
First Seen
Jun 10, 2026
enemy-ai-framework — firzus/agent-skills