Skip to content
Back to skills

Opponent Avoidance Scoring

ASecurity

Score candidate movement directions by average distance to nearby opponents and pick the safest path for ball-carrying agents in game AI

  • 61 stars
  • 0 votes
  • 0 copies
  • 1 view
  • Added September 12, 2026
ai-agentspythongo

Security analysis

A100/100

Scanned September 12, 2026

npx -y skills add wenmin-wu/ds-skills --skill opponent-avoidance-scoring --agent claude-code

Installs into .claude/skills of the current project.

Are you the author of Opponent Avoidance Scoring?

Add the live security badge to your README. It updates with every re-scan.

Security grade badge for Opponent Avoidance Scoring
[![Security: A — Skills Directory](https://www.skillsdirectory.com/api/skills/wenmin-wu-opponent-avoidance-scoring/badge)](https://www.skillsdirectory.com/skills/wenmin-wu-opponent-avoidance-scoring)

More formats (shields.io, HTML) on the badges page. Keep it an A: scan every change in CI with Pro.

Download with Pro
SKILL.md
---
name: tabular-opponent-avoidance-scoring
description: Score candidate movement directions by average distance to nearby opponents and pick the safest path for ball-carrying agents in game AI
---

# Opponent Avoidance Scoring

## Overview

When an agent controls the ball in a game AI, choosing which direction to advance requires evaluating opponent density ahead. Score each candidate direction (right, top-right, bottom-right) by the average distance to opponents in that sector. Pick the direction with the greatest average distance — or trigger a long pass if all directions are blocked (too many opponents nearby).

## Quick Start

```python
import numpy as np

def avg_distance_to_opponents(obs, target_x, target_y):
    opponents = obs["right_team"]
    dists = [np.sqrt((ox - target_x)**2 + (oy - target_y)**2) for ox, oy in opponents]
    nearby = [d for d in dists if d < 0.05]
    return np.mean(nearby) if nearby else 2.0, len(nearby)

def pick_direction(obs, player_x, player_y):
    directions = {
        "right": (player_x + 0.01, player_y),
        "top_right": (player_x + 0.01, player_y - 0.01),
        "bottom_right": (player_x + 0.01, player_y + 0.01),
    }
    best_dir, best_dist = "right", 0
    total_nearby = 0
    for name, (tx, ty) in directions.items():
        dist, count = avg_distance_to_opponents(obs, tx, ty)
        total_nearby += count
        if dist > best_dist:
            best_dist = dist
            best_dir = name
    if total_nearby >= 3:
        return "high_pass"  # surrounded — clear the ball
    return best_dir
```

## Workflow

1. Define candidate directions as small offsets from current position
2. For each direction, compute average distance to opponents within a proximity radius
3. Pick the direction with the greatest average distance (safest path)
4. If total nearby opponents across all directions exceeds a threshold, trigger a pass/clearance
5. Add field boundary constraints (avoid going out of bounds near sidelines)

## Key Decisions

- **Proximity radius**: 0.03-0.05 in normalized coordinates; too large makes everything look blocked
- **Surrounded threshold**: 3+ nearby opponents triggers a clearance; tune based on formation width
- **Direction granularity**: 3 forward directions is sufficient for most games; add lateral for dribbling
- **Scoring function**: average distance is simple; weighted by angle to goal favors goal-ward movement
- **vs. potential fields**: scoring is cheaper to compute and easier to tune than full potential field navigation

## References

- [GFootball with Memory Patterns](https://www.kaggle.com/code/yegorbiryukov/gfootball-with-memory-patterns)

Attribution

Is this your skill, or is something wrong with this listing? Request removal or report an issue. Author removals are honored within 72 hours.

Comments

Loading comments…

Newsletter

Get the weekly list of safe new skills, and the ones we pulled.