Build, debug, balance, or test combat enemy AI for playable action
Scanned 9/2/2026
Install to Claude Code
npx -y skills add nota-america/forgecat-agent-profiles --skill tune-enemy-ai --agent claude-codeInstalls into .claude/skills of the current project.
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---
name: tune-enemy-ai
description: Build, debug, balance, or test combat enemy AI for playable action
games. Use for aggro, target selection, navigation, spacing, attack choices,
telegraphs, retreats, boss behavior, behavior-state machines, and
deterministic AI regression tests.
---
# Tune Enemy AI
Make enemy choices legible, bounded, and reproducible.
## Model decisions explicitly
Use a small state machine or utility layer with named states such as idle, investigate, pursue, reposition, windup, attack, recover, stagger, retreat, and defeated. State transitions must state their prerequisites, exit conditions, minimum dwell time, and cooldown effects.
## Separate perception, intent, and motion
1. Gather observable inputs: distance, line of sight, target state, occupancy, threat, health, and timers.
2. Select one intention from constrained legal actions.
3. Move and animate toward that intent without rewriting the decision mid-action.
Use authoritative collision and navigation results for movement success. Do not derive them from rendered pose or assumed path completion.
## Preserve fair combat
Telegraph attacks before their active window. Prevent instant turn-and-hit behavior, perpetual chase, clipped attacks through blockers, and repeated recovery spam. Add spacing and commitment so the player can read and answer each enemy archetype.
## Test the decision surface
Create deterministic fixtures for target acquisition, target loss, obstruction, path failure, close-range pressure, multiple enemies, retaliation, interrupt, stagger, boss phase, and reset. Assert transitions and outcomes, not only final positions. Run a real browser encounter after automated tests.
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