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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.
| 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.
Other measured skills in the registry, with their headline benchmark lift.