Design and review Rust roguelike procedural maps, map-builder traits, generator harnesses, field-of-view, spatial memory, Dijkstra/pathfinding, and simple monster AI.
SkillScore86Maintained
Automatic
◆Coding pack
Last verified 8/16/2026
What it changes
Passed 19 of 22 test cases with the skill, and 14 of 22 without it.
Without skill64%
With skill86%
Checks it passed that the model alone missed
Monster AI utilizes tile memory rules to govern tracking when visibility is broken.
The map builder infrastructure utilizes a snapshot path for inspecting output state.
The guide includes a snapshot path or output harness for generator visual inspection.
and 3 more in the full report
5 fixed14 passed either way3 still failing0 broke
Pass-rate lift
+23 pp
Tokens
-12%
Agent turns
0%
Response time
-18%
Model gemini-3.6-flashMeasured 8/16/2026v119 of 22 cases passed with skill
Tokens, turns and time describe resource use, not a dollar price.
See it in action
One of 5 test cases the skill fixed. Same model, same prompt, with and without the skill.
1 of 5
Prompt
I'm building a Rust roguelike map generator and monster AI system, and I need a clean architecture pattern for generating maps and handling NPC behavior. Please provide a step-by-step implementation guide or code structure that covers defining generator outputs, map validation, and tactical AI visibility constraints.
What was checked, without and with the skill
Checked
Without skill
With skill
The guide includes a snapshot path or output harness for generator visual inspection.
Missed
Passed
The map builder output type explicitly contains exit positions alongside map layout and spawn points.
Missed
Passed
Monster decision-making is gated strictly by visibility rules.
Passed
Passed
case-01 · gemini-3.6-flash · 8/16/2026 · answers are capped and redacted
What's inside
The instructions your model reads when the skill loads.
SKILL.md26 lines2 files
Rust Roguelike Procgen AI
Use this skill to add procedural map variety and tactical AI without losing
testability. Keep generators behind a common interface, validate generated
maps, and make AI depend on what entities can perceive.
Core Workflow
Define a map builder output type with map, starts, exits, and spawn points.
Put each generator behind a shared trait or equivalent interface.
Validate reachability and spawn legality before using a generated map.
Add a small output harness or snapshot path for generator inspection.
Implement FOV and pathfinding through map traits or adapter functions.
Gate monster knowledge through visibility or memory rules.
Read Next
Read references/procgen-ai-patterns.md for generator interfaces, FOV,
pathfinding, map memory, AI checks, and test harness patterns.
Source Notes
Guidance is transformed and paraphrased from Hands-On Rust Chapters 9, 10,
11, and 12 and from the official companion source repository. Current crate
context was checked against bracket-lib docs, including its pathfinding and
geometry support.