enemy-ai-frameworklisted
Install: claude install-skill Firzus/agent-skills
# 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):
```
FSM/HSM → lifecycle/context states (idle/patrol/combat/return, boss phases)
Decision trees → action selection INSIDE a state (light, stateless, recomposable)
or BT
Utility/IAUS → continuous parametric choices (target, skill, position)
GOAP / HTN → only when multi-step improvisation IS the fantasy
```
Genshin's shipped pipeline (per-frame, modular): `Sensing → Threat → Target Select
→ Reactions → Scripted → Group → Positioning` — modules recompose per archetype;
designers author new enemies without engineers.
## Reference map
| File