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
- 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.") - Decision architecture by role, designer-authorability as the deciding criterion (Genshin rejected one big BT for productivity):