Generate an AI system architecture overview
Generates comprehensive AI system architecture documentation for game development projects.
/plugin marketplace add sponticelli/gamedev-claude-plugins/plugin install ai-systems@gamedev-claude-pluginsCreate an AI system architecture overview document.
Before generating the AI architecture, understand the project:
Use this context to design appropriate AI architecture.
# AI Architecture: [Game Name]
## Overview
**Primary pattern:** [FSM/BT/Utility/GOAP/Hybrid]
**Entity types:** [Number and types of AI]
**Max simultaneous:** [Concurrent AI count]
**Performance budget:** [CPU/memory allocation]
## System Diagram
┌─────────────────────────────────────────┐ │ AI Director │ │ (Spawning, Distribution, Difficulty) │ └─────────────────┬───────────────────────┘ │ ┌─────────────┼─────────────┐ ▼ ▼ ▼ ┌────────┐ ┌────────┐ ┌────────┐ │ Agent │ │ Agent │ │ Agent │ │ Brain │ │ Brain │ │ Brain │ └───┬────┘ └───┬────┘ └───┬────┘ │ │ │ ▼ ▼ ▼ ┌─────────────────────────────────────────┐ │ Shared Systems │ │ (Perception, Navigation, Blackboard) │ └─────────────────────────────────────────┘
## Core Components
### AI Director
**Purpose:** [Global AI management]
**Responsibilities:**
- [Responsibility 1]
- [Responsibility 2]
### Agent Brain
**Purpose:** [Individual decision making]
**Architecture:** [FSM/BT/etc.]
**Update rate:** [Hz or event-driven]
### Perception System
**Senses:** [Sight, hearing, etc.]
**Update rate:** [Hz]
**Culling:** [How perception is optimized]
### Navigation System
**Pathfinding:** [NavMesh/Grid/etc.]
**Steering:** [How movement is controlled]
**Avoidance:** [How agents avoid each other]
### Blackboard System
**Scope:** [Per-agent/Shared/Both]
**Data types:** [What's stored]
**Persistence:** [How long data lives]
## Entity Types
| Type | Brain Type | Complexity | Count |
|------|------------|------------|-------|
| [Type] | [FSM/BT/etc.] | [Simple/Med/Complex] | [Typical count] |
## Behavior Sharing
### Shared Components
| Component | Used By | Purpose |
|-----------|---------|---------|
| [Component] | [Entity types] | [What it does] |
### Behavior Library
[Reusable behavior patterns]
## Communication
### Agent-to-Agent
**Method:** [Direct/Event/Blackboard]
**Types:** [What's communicated]
### Agent-to-System
**Events up:** [What agents report]
**Commands down:** [What systems command]
## Performance
### Budgets
| System | Budget | Notes |
|--------|--------|-------|
| Perception | [Xms] | [Per-frame/Distributed] |
| Decision | [Xms] | [Per-frame/Distributed] |
| Navigation | [Xms] | [Per-frame/Distributed] |
### Optimization Strategies
- [LOD for distant AI]
- [Staggered updates]
- [Perception culling]
- [Cached decisions]
## Debugging
### Visualization
[What's shown in debug mode]
### Logging
[What's logged, log levels]
### Tools
[Debug tools available]
## Extension Points
### Adding New Entities
[How to add new AI types]
### Adding New Behaviors
[How to add new behaviors]
### Customization
[What can be tuned/configured]
## Implementation Phases
### Phase 1: Foundation
- [ ] [Core system 1]
- [ ] [Core system 2]
### Phase 2: Entity Types
- [ ] [Entity type 1]
- [ ] [Entity type 2]
### Phase 3: Polish
- [ ] [Polish item 1]
- [ ] [Polish item 2]
Generate based on the user's game and AI requirements.