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Game Ai

  • 50 installs
  • 6 repo stars
  • Updated March 13, 2026
  • alphaonedev/openclaw-graph

game-ai is a skill that builds AI algorithms for games, including pathfinding, decision trees, and machine-learning integration.

About

This skill develops AI algorithms for games, including A* pathfinding, decision trees for NPC behaviors, and machine-learning integration via TensorFlow. A developer uses it to add NPC navigation, decision-making systems, or adaptive AI to a game. It runs through OpenClaw's CLI or API and integrates with engines like Unity and Unreal.

  • A* pathfinding on grid-based maps up to 100x100 cells
  • Decision trees for NPC behaviors from JSON config
  • TensorFlow integration for adaptive game AI

Game Ai by the numbers

  • 50 all-time installs (skills.sh)
  • Ranked #168 of 247 Game Development skills by installs in the Skillselion catalog
  • Data as of Jul 28, 2026 (Skillselion catalog sync)
At a glance

game-ai capabilities & compatibility

Requires GAME_AI_API_KEY; ML features need TensorFlow

Capabilities
pathfinding · decision trees · ml integration
Works with
unity
Use cases
orchestration
Pricing
Bring your own API key
From the docs

What game-ai says it does

This skill develops AI algorithms for games, focusing on pathfinding (e.g., A* algorithm), decision trees for NPC behaviors, and machine learning integration (e.g., using TensorFlow for training model
SKILL.md
Pathfinding: Implements A* algorithm with configurable heuristics; supports grid-based maps up to 100x100 cells.
SKILL.md
For game engines, add as a module in Unity (via C# scripts) or Unreal (via Blueprints).
SKILL.md
npx skills add https://github.com/alphaonedev/openclaw-graph --skill game-ai

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Listed on Skillselion
Installs50
repo stars6
Last updatedMarch 13, 2026
Repositoryalphaonedev/openclaw-graph

What it does

Add NPC pathfinding, decision-tree behaviors, and ML-driven adaptive AI to a game.

Who is it for?

Adding NPC navigation, decision-making, and adaptive AI to games.

Skip if: Non-game AI or general-purpose ML training pipelines.

When should I use this skill?

You need NPC pathfinding, decision trees, or ML-driven behavior in a game.

What you get

Working NPC pathfinding, decision-tree behaviors, and optional ML-driven game AI.

  • Pathfinding routines
  • NPC decision trees
  • Optional trained ML models for game AI

By the numbers

  • Decision trees evaluate in under 10ms per decision
  • Grid-based maps up to 100x100 cells

Files

SKILL.mdMarkdownGitHub ↗

game-ai

Purpose

This skill develops AI algorithms for games, focusing on pathfinding (e.g., A* algorithm), decision trees for NPC behaviors, and machine learning integration (e.g., using TensorFlow for training models). It helps automate AI logic in game development workflows.

When to Use

  • When implementing NPC navigation in games, such as finding optimal paths in a grid-based world.
  • For creating decision-making systems, like enemy AI choosing actions based on game states.
  • Integrating ML for adaptive AI, such as training models to predict player moves in real-time simulations.

Key Capabilities

  • Pathfinding: Implements A* algorithm with configurable heuristics; supports grid-based maps up to 100x100 cells.
  • Decision Trees: Builds trees from JSON config files, e.g., {"node": "if health < 50 then flee"}; evaluates in under 10ms per decision.
  • Machine Learning Integration: Wraps TensorFlow APIs for model training; uses endpoints like /api/ml/train with input vectors for reinforcement learning in games.
  • Optimization: Includes flags for performance tuning, such as --optimize-memory to reduce heap usage by 20% in pathfinding routines.

Usage Patterns

To use this skill, invoke it via OpenClaw's CLI or API, passing required parameters. Always set the environment variable $GAME_AI_API_KEY for authentication. For pathfinding, call a function with a start/end point and grid; for decision trees, load a config and evaluate inputs. Structure code to handle asynchronous responses, e.g., wrap API calls in try-catch blocks.

Common Commands/API

  • CLI Command: openclaw game-ai pathfind --start 0,0 --end 10,10 --grid '{"width":20,"height":20,"obstacles":[[5,5]]}'
  • Code Snippet:
    import openclaw
    result = openclaw.run('game-ai pathfind', {'start': '0,0', 'end': '10,10'})
    print(result['path'])  # Outputs: [[0,0], [1,0], ...]
  • API Endpoint: POST to /api/game-ai/decision-tree with JSON body {"tree": {"root": "if enemy_near then attack"}, "input": {"enemy_near": true}}
  • Code Snippet:
    import requests
    headers = {'Authorization': f'Bearer {os.environ["GAME_AI_API_KEY"]}'}
    response = requests.post('https://api.openclaw.com/api/game-ai/decision-tree', json={'tree': {...}}, headers=headers)
    print(response.json()['decision'])  # e.g., 'attack'
  • Config Format: Use JSON for inputs, e.g., {"algorithm": "A*", "params": {"heuristic": "manhattan"}}; validate with --validate-config flag to check for errors before execution.

Integration Notes

Integrate by importing the OpenClaw SDK and initializing with $GAME_AI_API_KEY. For game engines, add as a module in Unity (via C# scripts) or Unreal (via Blueprints). Ensure compatibility by matching versions, e.g., use OpenClaw SDK v2.5+. For ML, link to external libraries like TensorFlow by adding pip install tensorflow and configuring via env vars, e.g., $TF_MODEL_PATH=/path/to/model.h5. Test integrations in a sandbox environment to avoid game loop interruptions.

Error Handling

Always check for API errors by inspecting response codes (e.g., 401 for unauthorized, handled via retry with $GAME_AI_API_KEY). For invalid inputs, use CLI flag --debug to log details, e.g., openclaw game-ai pathfind --start invalid --debug. In code, catch exceptions like ValueError for malformed grids:

  • Code Snippet:
    try:
        path = openclaw.run('game-ai pathfind', params)
    except ValueError as e:
        print(f"Error: {e} - Fix grid format and retry")

Validate configs before use, e.g., with a pre-check function, and implement retries for network failures up to 3 attempts with exponential backoff.

Concrete Usage Examples

1. Pathfinding in a 2D Game: To find a path for an NPC around obstacles, run openclaw game-ai pathfind --start 1,1 --end 5,5 --grid '{"width":10,"obstacles":[[3,3]]}'. This returns a list of coordinates; integrate into your game loop by updating the NPC's position based on the path array. 2. Decision Tree for Enemy AI: Build a tree with openclaw game-ai build-tree --config '{"root": "if player_health < 20 then heal"}', then evaluate in-game: Use the API to check decisions, e.g., POST to /api/game-ai/decision-tree with current game state, and trigger actions like healing if the response is "heal".

Graph Relationships

  • Related Clusters: game-dev (direct parent for game-related skills).
  • Related Tags: artificial-intelligence (shares ML components), pathfinding (core functionality overlap).
  • Connections: Links to skills like "game-engine" for integration, and "ml-tools" for advanced training; forms a subgraph with "game-ai" as a central node for AI in gaming ecosystems.

Related skills

FAQ

What pathfinding algorithm does it use?

It implements the A* algorithm with configurable heuristics on grid-based maps up to 100x100 cells.

Does it work with game engines?

Yes, it can be added as a module in Unity via C# scripts or Unreal via Blueprints.

Game Developmentagentsautomation

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