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game-ai

game-ai

github.com/alphaonedevDevelopment47 installs
Repository

About game-ai

game-ai is an OpenClaw skill for developing game AI, aimed at game developers automating NPC navigation and decisions. It combines A* pathfinding, configurable decision trees, and TensorFlow-based training integration.

Key features

  1. 01A* pathfinding with configurable heuristics
  2. 02JSON-configured decision trees
  3. 03TensorFlow model training integration
  4. 04Memory tuning for pathfinding

Use cases

  1. 01Route NPCs around obstacles on grid maps
  2. 02Choose enemy actions from game state
  3. 03Train models for adaptive game AI

Install

Copy the command and run it in a terminal.

$npx skills add https://github.com/alphaonedev/openclaw-graph --skill game-ai

After installing, type/game-aiin Claude Code to confirm it loaded.

Details

From the project README

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.

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