Game Ai

作者 gamedev-skillsd4b0e35550c5无许可证1.3K 个星标收录于 2026年10月8日更新于 2026年10月8日仓库11天前更新

Design NPC and enemy decision-making with finite state machines, behavior trees, steering behaviors, and A* pathfinding — engine-neutral algorithms that pair with the detected engine's navigation API. Use when building enemy AI, an FSM or behavior tree, steering/flocking, or pathfinding, or when the user mentions state machine, behavior tree, blackboard, A*, navmesh, seek, or patrol/chase.

AI 生成的概览

讲解与引擎无关的游戏 AI 算法:有限状态机、行为树、转向行为和 A* 寻路,用于 NPC。

功能
该技能说明如何使用有限状态机、行为树和效用评分来设计 NPC 与敌人的决策逻辑,并涵盖转向行为和 A* 寻路。它提供与引擎无关的算法模式、代码示例,以及关于行为树和寻路的参考文档。产出的是设计指导与实现模式,而非可直接运行的脚本。
适用场景
适用于实现敌人或 NPC 逻辑时,例如巡逻、追逐与逃跑、守卫状态或群体移动。也适合在有限状态机、行为树和转向之间做选择,或集成网格、路点、导航网格寻路时使用。
运行要求
不附带脚本,仅为说明文档和参考文档。需要智能体能够读取随附的参考文件;若涉及特定引擎的导航 API,还需配合相应的引擎技能。

Game AI: decisions, steering, and pathfinding

Build believable NPC behavior from three separable layers: decide (what to do), steer (how to move there), and path (how to route around the map). Keep them decoupled — a behavior tree picks a target, the pathfinder produces waypoints, steering follows them. This skill teaches the engine-neutral algorithms; bind them to your engine via the related skills below.

When to use

  • Use when implementing enemy/NPC logic: patrols, chase/flee, guard states, group movement, or "find a path to the player".
  • Use to choose between an FSM (few clear states), a behavior tree (many reactive behaviors with priorities), or steering (smooth local movement).
  • Use when integrating pathfinding: A* on a grid/graph, or driving an engine navmesh agent.

When not to use: for the engine's concrete navmesh/agent API and baking, use unity-navmesh, unreal-behavior-trees, or Godot's NavigationAgent2D/3D (see that engine skill). For movement/collision feel, use physics-tuning. For spawning waves along lanes, see the tower-defense genre skill.

Core workflow

  1. Pick the decision model by complexity. 2–5 states with obvious transitions → FSM. Many behaviors, priorities, interruption, reuse → behavior tree. Continuous "how strongly do I want each option" → utility scoring.
  2. Separate decision from motion. The decision layer outputs an intent (target position, action). Steering or pathfinding turns intent into motion.
  3. Path on the right graph. Grid tiles, waypoint graph, or a baked navmesh. Fewer nodes = faster A*. Prefer the engine's navmesh for 3D; A* on a grid for tile games.
  4. Steer along the path, not straight to the goal — follow the next waypoint, advancing when close, so agents round corners.
  5. Recompute paths sparingly. Pathfind on a timer or when the goal moves a tile, not every frame. Cache the path; only the waypoint index advances.
  6. Verify by observation. Watch the agent: does it reach the goal, get stuck on corners, oscillate between states? Draw the path and current state on screen while tuning.

Patterns

1. Finite state machine (one state object, explicit transitions)

gdscript
# Each state is a small object with enter/update/exit. The machine owns "current".class_name Statefunc enter(agent): passfunc update(agent, dt) -> State: return null   # return a new state to transitionfunc exit(agent): pass
# --- Chase state: returns Patrol when the player escapes sight range ---class Chase extends State:    func update(agent, dt) -> State:        if not agent.can_see(agent.target):            return Patrol.new()                 # transition by returning next state        agent.move_toward(agent.target.position, dt)        return null                             # null = stay in this state
# --- Driver: call once per frame ---func tick(dt):    var next = current.update(self, dt)    if next != null:        current.exit(self); next.enter(self); current = next

Keep transition logic inside states (or in a table), never as a growing pile of if flags. One state owns one behavior; that is what keeps an FSM readable.

2. Behavior tree tick (composite nodes return a status)

gdscript
# A node's tick() returns SUCCESS, FAILURE, or RUNNING (still working this frame).enum Status { SUCCESS, FAILURE, RUNNING }
# Sequence: run children in order; stop at the first non-SUCCESS (logical AND).func sequence_tick(children, agent, dt) -> int:    for child in children:        var s = child.tick(agent, dt)        if s != Status.SUCCESS:            return s                 # FAILURE or RUNNING short-circuits the sequence    return Status.SUCCESS
# Selector: try children until one succeeds or is RUNNING (logical OR / fallback).func selector_tick(children, agent, dt) -> int:    for child in children:        var s = child.tick(agent, dt)        if s != Status.FAILURE:            return s                 # SUCCESS or RUNNING stops the search    return Status.FAILURE

A guard AI reads top-down: Selector[ Sequence[CanSeePlayer?, Chase], Patrol ] — chase if visible, otherwise patrol. See references/behavior-trees.md for leaf nodes, decorators (Inverter, Cooldown), and a blackboard.

3. Steering: seek and arrive (smooth, frame-rate independent)

gdscript
# Seek: accelerate toward a target at full speed. Steering = desired - current.func seek(pos, vel, target, max_speed, max_force) -> Vector2:    var desired = (target - pos).normalized() * max_speed    return (desired - vel).limit_length(max_force)   # a force, not a teleport
# Arrive: like seek, but ramp speed down inside slow_radius so it stops cleanly.func arrive(pos, vel, target, max_speed, max_force, slow_radius) -> Vector2:    var offset = target - pos    var dist = offset.length()    if dist < 0.001: return -vel                      # already there: kill drift    var ramped = max_speed * min(dist / slow_radius, 1.0)    var desired = offset / dist * ramped    return (desired - vel).limit_length(max_force)
# Per frame: vel += steering * dt; pos += vel * dt   (always scale by dt)

4. A* heuristic must not overestimate (or paths stop being shortest)

python
# Match the heuristic to the movement. An ADMISSIBLE heuristic (never larger# than the true remaining cost) keeps A* optimal.def heuristic(a, b):    dx, dy = abs(a.x - b.x), abs(a.y - b.y)    # return dx + dy             # Manhattan: 4-direction grids (no diagonals)    return (dx + dy) + (1.414 - 2) * min(dx, dy)   # octile: 8-direction grids# f(n) = g(n) + h(n): g = cost from start, h = heuristic to goal.# Overestimating h is faster but no longer guarantees the shortest path.

The full A* loop (priority queue, came_from reconstruction, grid + waypoint graphs) is in references/pathfinding.md.

Pitfalls

  • Pathfinding every frame tanks the frame rate. Recompute on a timer or only when the target moves to a new tile; follow the cached waypoints in between.
  • Steering straight to the goal instead of to the next waypoint makes agents hug walls and corners. Follow the path; advance the waypoint when within radius.
  • Inadmissible A* heuristic (e.g. Euclidean distance scaled up, or Manhattan on a diagonal grid) returns fast but non-shortest paths. Pick the heuristic that matches your allowed moves.
  • Behavior tree leaves that never return RUNNING for multi-frame actions (walking, playing an animation) cause the tree to restart the action every tick. Return RUNNING until the action completes.
  • FSM transition spaghetti: scattering if state == ... checks everywhere recreates the mess an FSM exists to prevent. Keep transitions in the state.
  • No line-of-sight or stuck check → agents grind into walls forever. Add a timeout that forces a repath or a state change.

References

  • references/pathfinding.md — complete A* (priority queue, reconstruction), grid vs waypoint graphs, when to defer to an engine navmesh.
  • references/behavior-trees.md — node taxonomy, leaf/decorator implementations, blackboard, and FSM-vs-BT selection.

Related skills

  • unity-navmesh, unreal-behavior-trees — concrete engine AI/navigation APIs.
  • physics-tuning — movement, collision response, and agent radius.
  • procedural-gen — generating the graph/level the AI navigates.
  • tower-defense, fps-shooter — genres that compose this skill.

来源与署名

来源:gamedev-skills/awesome-gamedev-agent-skills位于skills/disciplines/game-ai提交d4b0e35

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