# Enemy Ai Framework

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- **Type:** Skill
- **Install:** `agentstack add skill-firzus-agent-skills-enemy-ai-framework`
- **Verified:** Yes — security-reviewed for prompt injection and unsafe behavior
- **Seller:** [Firzus](https://agentstack.voostack.com/s/firzus)
- **Installs:** 0
- **Category:** [Agent Skills](https://agentstack.voostack.com/c/agent-skills)
- **Latest version:** 0.1.0
- **License:** MIT
- **Upstream author:** [Firzus](https://github.com/Firzus)
- **Source:** https://github.com/Firzus/agent-skills/tree/main/skills/enemy-ai-framework

## Install

```sh
agentstack add skill-firzus-agent-skills-enemy-ai-framework
```

Requires the [AgentStack CLI](https://agentstack.voostack.com/docs/cli). Works with Claude Code, Cursor, and any MCP-compatible agent.

## About

# 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 | Covers |
| --- | --- |
| [decision-perception.md](./decision-perception.md) | The decision-architecture comparison settled by designer authorability, the intent bridge (brain → body), perception (sight/hearing/the alert ladder), threat and target selection with hysteresis |
| [combat-tokens.md](./combat-tokens.md) | Attack tokens (the pacing/difficulty regulator), telegraphs and the fairness floor, lifecycle (spawn/patrol/leash/respawn), AI LoD and the bubble, group coordination |
| [genres.md](./genres.md) | AI beyond action: RTS command hierarchy + influence maps + the cheating reality, stealth alert states + Alien Isolation's two-brain model, racing Drivatar imitation, sim smart-objects/needs, director/macro AI (Left 4 Dead), companion AI (Elizabeth/Ellie), the Nemesis social system |
| [techniques.md](./techniques.md) | The decision-architecture matrix (FSM/BT/GOAP/HTN/utility), navigation (Recast navmesh, the funnel, HPA*), RVO/ORCA avoidance, steering and context-steering, influence maps and EQS, ML reality vs hype, crowds via flow fields and Mass/DOTS |
| [believability.md](./believability.md) | The fun-vs-smart thesis, the illusion of intelligence via barks, difficulty as behavior not stats, believable imperfection and the fairness contract, archetypes and encounter composition, reactivity and juice |
| [pitfalls.md](./pitfalls.md) | 16 failure modes (symptom → cause → prevention) with debugging order and ship checklist |

## Attack tokens (the pacing regulator)

One system controls difficulty AND readability:

- N tokens per encounter; an enemy **claims** before attacking, **releases** after
  (end, whiff, interruption, death — release in state teardown, never just the happy
  path, plus a safety timeout). Separate **melee and ranged pools**.
- **Off-token enemies look busy**: reposition, strafe, flank, posture, taunt — never
  statically wait (GoW's "kung fu circle"). Doom lets demons **steal** tokens; GoW
  lets an interrupted enemy **keep** its token briefly (anti-starvation).
- **Difficulty scales by tokens, not HP**: more tokens + faster redemptions = harder,
  instead of bullet sponges. Full detail in [combat-tokens.md](./combat-tokens.md).

## Build order (4 shippable tiers)

```
Tier 1 — One enemy that fights fair
- [ ] HSM lifecycle + decision tree for attacks; the intent bridge
- [ ] Perception: sight cone + LoS + hearing + hit = aggro
- [ ] DEBUG OVERLAY FROM DAY 1 (the #1 productivity item)
Tier 2 — Encounters
- [ ] Attack tokens (pools, guaranteed release, timeout)
- [ ] Threat model + ratio hysteresis; slot-based positioning (no conga lines)
- [ ] Leash as a brain state; telegraphs with the fairness floor
Tier 3 — World integration
- [ ] Spawners + persistent state by stable IDs; AI LoD (3 tiers, per-module)
- [ ] Streaming guards; the alert ladder + group alarm propagation
Tier 4 — Texture & scale
- [ ] Group roles with caps; per-instance personality (kill "identical robots")
- [ ] Archetype roster + encounter composition (rock-paper-scissors)
- [ ] Barks announcing intent (the believability multiplier); difficulty by behavior
```

## Key numbers (starting points — tune by playtest)

| Parameter | Value | Anchor |
| --- | --- | --- |
| Sight cone | 120° H × 60° V; 20–30 m fodder (200 m in combat) | Genshin datamine |
| Threat | +20 per hit, decay ~3%/s, switch at ≥120% ratio (NOT time-based) | Genshin/WoW |
| Tokens | 1 melee + 1–2 ranged; counts unpublished | convention |
| Telegraphs | 0.4 s light / 0.6–0.8 s heavy / ≥1 s boss (≥0.3–0.5 s floor) | design refs |
| AI budget | Genshin ships 30+ NPCs at 0.5 ms on mobile after LoD | GDC 2021 |
| L4D Director | adjusts **pacing not difficulty** (intensity → Build/Sustain/Fade/Relax) | Booth GDC 2009 |
| RTS cheating | SC2 levels 8–10 cheat (full vision + harvest boost) | SC2LE/TStarBots |
| Halo barks | 57 events, 166 dialogue types, 5,147 lines | Griesemer GDC 2002 |

Full sourced tables (with the "undocumented — don't invent" list) in each file.

## Engine mapping (summary)

| Generic block | Unity 6 | UE5 (5.4+) |
| --- | --- | --- |
| Brain | Unity Behavior (frozen) · custom HSM/BT · Behavior Designer | **BT + Blackboard** (event-driven) · **StateTree** |
| Perception | custom: OverlapSphere + LoS + stimulus bus | **AIPerception** (sight/hearing/damage, time-sliced) |
| Intent bridge | `updatePosition=false` + `desiredVelocity` → shared controller | AIController/Pawn split is native |
| Navigation | AI Navigation (Recast) + A* Pathfinding Project | Navmesh + **Detour Crowd** (RVO) + nav links |
| Spatial queries | DIY / assets | **EQS** (generators + tests) |
| Tokens | custom token manager | custom; Smart Objects as a claim primitive |
| Crowds | **DOTS/ECS + Burst** + flow fields | **Mass** (MassEntity + ZoneGraph + StateTree) |
| ML | ML-Agents (mostly QA/playtest) | Learning Agents (experimental) |

UE5 ships ~5 of the 6 blocks natively; the one block custom everywhere: **attack
tokens**. Full detail in [techniques.md](./techniques.md).

## Source & license

This open-source skill is cataloged on AgentStack and links to its original source — we do not rehost the code.

- **Author:** [Firzus](https://github.com/Firzus)
- **Source:** [Firzus/agent-skills](https://github.com/Firzus/agent-skills)
- **License:** MIT

Install and usage instructions live in the source repository linked above.

## Pricing

- **Free** — Free

## Security capabilities

Automated source analysis of v0.1.0 — what this tool can access:

- **Network access:** no
- **Filesystem access:** no
- **Shell / process execution:** no
- **Environment & secrets:** no
- **Dynamic code execution:** no

*"Yes" means the capability is present in the source — more access means more to trust, not that it is unsafe.*


## Versions

- **0.1.0** — security scan: passed — Imported from the upstream source.

## Links

- Listing page: https://agentstack.voostack.com/l/skill-firzus-agent-skills-enemy-ai-framework
- Seller: https://agentstack.voostack.com/s/firzus
- Browse the marketplace: https://agentstack.voostack.com/browse

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Listed on AgentStack — the marketplace for AI agent skills and MCP servers. Every listing is security-reviewed. Creators keep 70%.
