Game AI: decisions, steering, and pathfinding Build believable NPC behavior from three separable layers: decide (what to do), steer (how to move there), and path (how to route around the map). Keep them decoupled — a behavior tree picks a target, the pathfinder produces waypoints, steering follows them. This skill teaches the engine-neutral algorithms; bind them to your engine via the related skills below. When to use - Use when implementing enemy/NPC logic: patrols, chase/flee, guard states, group movement, or "find a path to the player". - Use to choose between an FSM (few clear states), a…