game-ai

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.

Safety Notice

This listing is imported from skills.sh public index metadata. Review upstream SKILL.md and repository scripts before running.

Copy this and send it to your AI assistant to learn

Install skill "game-ai" with this command: npx skills add alphaonedev/openclaw-graph/alphaonedev-openclaw-graph-game-ai

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

  • 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.

  • 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.

Source Transparency

This detail page is rendered from real SKILL.md content. Trust labels are metadata-based hints, not a safety guarantee.

Related Skills

Related by shared tags or category signals.

Coding

playwright-scraper

No summary provided by upstream source.

Repository SourceNeeds Review
Coding

clawflows

No summary provided by upstream source.

Repository SourceNeeds Review
Coding

tavily-web-search

No summary provided by upstream source.

Repository SourceNeeds Review
Coding

humanize-ai-text

No summary provided by upstream source.

Repository SourceNeeds Review