
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)
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
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
Pathfinding: Implements A* algorithm with configurable heuristics; supports grid-based maps up to 100x100 cells.
For game engines, add as a module in Unity (via C# scripts) or Unreal (via Blueprints).
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| Installs | 50 |
|---|---|
| repo stars | ★ 6 |
| Last updated | March 13, 2026 |
| Repository | alphaonedev/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
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/trainwith input vectors for reinforcement learning in games. - Optimization: Includes flags for performance tuning, such as
--optimize-memoryto 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-treewith 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-configflag 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.