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Get Started Free →Build, debug, balance, or test combat enemy AI for playable action games. Use for aggro, target selection, navigation, spacing, attack choices, telegraphs, retreats, boss behavior, behavior-state machines, and deterministic AI regression tests.
.claude/skills/mengto-tune-enemy-ai/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 3% | 0% |
| case-14 | ✗→✓ | ▲ Improved | 0% | 0% |
| case-15 | ✗→✓ | ▲ Improved | -41% | 0% |
| case-16 | ✗→✓ | ▲ Improved | -29% | 0% |
| case-17 | ✗→✓ | ▲ Improved | 52% | 0% |
Make enemy choices legible, bounded, and reproducible.
Use a small state machine or utility layer with named states such as idle, investigate, pursue, reposition, windup, attack, recover, stagger, retreat, and defeated. State transitions must state their prerequisites, exit conditions, minimum dwell time, and cooldown effects.
Use authoritative collision and navigation results for movement success. Do not derive them from rendered pose or assumed path completion.
Telegraph attacks before their active window. Prevent instant turn-and-hit behavior, perpetual chase, clipped attacks through blockers, and repeated recovery spam. Add spacing and commitment so the player can read and answer each enemy archetype.
Create deterministic fixtures for target acquisition, target loss, obstruction, path failure, close-range pressure, multiple enemies, retaliation, interrupt, stagger, boss phase, and reset. Assert transitions and outcomes, not only final positions. Run a real browser encounter after automated tests.
| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | fail→pass | 22,022 | 21,816 | -1% | 1 | 1 | 0% | 5,043 | 5,171 | +3% | 0 | 0 | — |
case-02 | fail→fail | 19,387 | 25,139 | +30% | 1 | 1 | 0% | 4,051 | 5,626 | +39% | 0 | 0 | — |
case-03 | fail→fail | 26,782 | 28,051 | +5% | 1 | 1 | 0% | 6,206 | 6,478 | +4% | 0 | 0 | — |
case-04 | pass→pass | 15,444 | 16,661 | +8% | 1 | 1 | 0% | 3,091 | 3,650 | +18% | 0 | 0 | — |
case-05 | pass→pass | 20,119 | 20,398 | +1% | 1 | 1 | 0% | 4,216 | 4,294 | +2% | 0 | 0 | — |
case-06 | pass→pass | 18,274 | 22,677 | +24% | 1 | 1 | 0% | 3,472 | 4,876 | +40% | 0 | 0 | — |
case-07 | pass→pass | 13,518 | 15,730 | +16% | 1 | 1 | 0% | 2,642 | 3,469 | +31% | 0 | 0 | — |
case-08 | pass→pass | 15,207 | 16,609 | +9% | 1 | 1 | 0% | 2,643 | 3,591 | +36% | 0 | 0 | — |
case-09 | pass→pass | 12,089 | 7,596 | -37% | 1 | 1 | 0% | 1,965 | 1,550 | -21% | 0 | 0 | — |
case-10 | pass→pass | 13,114 | 14,347 | +9% | 1 | 1 | 0% | 2,098 | 2,961 | +41% | 0 | 0 | — |
case-11 | pass→pass | 17,164 | 13,024 | -24% | 1 | 1 | 0% | 2,735 | 2,520 | -8% | 0 | 0 | — |
case-12 | pass→pass | 16,365 | 16,457 | +1% | 1 | 1 | 0% | 2,786 | 3,266 | +17% | 0 | 0 | — |
case-13 | pass→pass | 17,796 | 9,549 | -46% | 1 | 1 | 0% | 2,948 | 1,845 | -37% | 0 | 0 | — |
case-14 | fail→pass | 12,571 | 10,194 | -19% | 1 | 1 | 0% | 2,152 | 2,150 | -0% | 0 | 0 | — |
case-15 | fail→pass | 11,545 | 5,121 | -56% | 1 | 1 | 0% | 1,843 | 1,084 | -41% | 0 | 0 | — |
case-16 | fail→pass | 18,177 | 11,924 | -34% | 1 | 1 | 0% | 2,831 | 2,022 | -29% | 0 | 0 | — |
case-17 | fail→pass | 31,725 | 10,851 | -66% | 1 | 1 | 0% | 1,316 | 2,002 | +52% | 0 | 0 | — |
case-18 | pass→pass | 11,128 | 5,312 | -52% | 1 | 1 | 0% | 1,798 | 1,164 | -35% | 0 | 0 | — |
case-19 | pass→pass | 17,115 | 18,021 | +5% | 1 | 1 | 0% | 2,720 | 3,397 | +25% | 0 | 0 | — |
case-20 | pass→pass | 12,583 | 6,700 | -47% | 1 | 1 | 0% | 2,018 | 1,414 | -30% | 0 | 0 | — |
case-21 | pass→pass | 13,955 | 14,935 | +7% | 1 | 1 | 0% | 2,336 | 2,740 | +17% | 0 | 0 | — |
case-22 | pass→fail | 12,647 | 5,502 | -56% | 1 | 1 | 0% | 2,028 | 1,142 | -44% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted, and 21 counted toward the lift figure. The other 1 produced results that are not comparable between the two arms, so they are excluded from the headline rather than averaged into it. The headline lift of +18 percentage points is the difference between those two pass rates over the 21 comparable cases. 1 case got worse with the skill loaded, and it is included in that figure.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.