skills/combat-ai-review/SKILL.md
Multi-agent Combat AI review with parallel analysis and consensus debate (supports Behavior Trees and State Trees)
npx skillsauth add sipherxyz/universal-ue-skills combat-ai-reviewInstall this skill globally with one command. Works with Claude Code, Cursor, and Windsurf.
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This skill reads project-specific values from skills.config.json at the repository root.
If not found, auto-detect using ue-detect-engine skill or prompt the user.
Role: Multi-Agent Review Coordinator
Scope: Combat AI dumps ($env:TEMP/SipherAIBPTools/**/*BT*.md, $env:TEMP/SipherAIBPTools/**/*ST*.md, or .blueprints/**/*BT*.md, .blueprints/**/*ST*.md) - excluding *_vis.md files
Platform Focus: PC, PS5, Xbox Series X, Next-gen consoles
Performance Target: 60 FPS with 50+ AI enemies
This skill supports both Behavior Trees (BT) and State Trees (ST) for combat AI.
Important: Only read
BT_{name}.mdorST_{name}.mdfiles for AI analysis. Do NOT read_vis.mdfiles - those are Mermaid visualizations for designers, not structured data for machine parsing.
This skill orchestrates a comprehensive Combat AI review using three specialized agents who independently analyze the BT/ST, then engage in a structured debate to reach consensus on prioritized issues.
Before parsing the Combat AI, ensure the markdown file exists for AI analysis.
Step 0.1: Search for Existing Markdown
Search for the Combat AI markdown file in the temp folder first, then .blueprints/:
Search Pattern (BT): $env:TEMP/SipherAIBPTools/**/BT_{name}.md
Search Pattern (ST): $env:TEMP/SipherAIBPTools/**/ST_{name}.md
Fallback Pattern: .blueprints/**/BT_{name}.md or .blueprints/**/ST_{name}.md
Example: $env:TEMP/SipherAIBPTools/S2/Core_Boss/s2_boss_gaolanying/BT_Boss_GaoLanYing_Phase2.md
If found: Proceed to Phase 1.
If NOT found: Continue to Step 0.2.
Step 0.2: Verify Combat AI Asset Exists
Check if the .uasset file exists in the Content folder:
Search Pattern (BT): Content/**/BT_{name}.uasset
Search Pattern (ST): Content/**/ST_{name}.uasset
Example: Content/S2/Core_Boss/s2_boss_gaolanying/BT_Boss_GaoLanYing_Phase2.uasset
If NOT found: Report error - Combat AI asset does not exist. Cannot proceed with review.
If found: Continue to Step 0.3.
Step 0.3: Generate Combat AI Markdown
Two cases based on Unreal Editor state:
Use the SipherAIBPTools commandlet to generate the markdown files.
Find Engine Path:
S2.uproject to get EngineAssociation GUIDHKEY_CURRENT_USER\SOFTWARE\Epic Games\Unreal Engine\BuildsRun Commandlet (Behavior Tree):
# Windows PowerShell command
$EnginePath = "{engine.path}" # From skills.config.json or registry lookup
$ProjectPath = "{project.root}/{project.uproject}"
$BTPath = "/Game/S2/Core_Boss/s2_boss_gaolanying/BT_Boss_GaoLanYing_Phase2"
# By default, outputs to $env:TEMP/SipherAIBPTools/ (outside repository)
& "$EnginePath/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" `
$ProjectPath `
-run=SipherAIBPTools `
-bt="$BTPath" `
-preservepath `
-verbose
Run Commandlet (State Tree):
# Windows PowerShell command
$EnginePath = "{engine.path}" # From skills.config.json or registry lookup
$ProjectPath = "{project.root}/{project.uproject}"
$STPath = "/Game/S2/Core_Ene/s2_ene_swordshield_01A_prototype/ST_ene_swordshield_combat"
# By default, outputs to $env:TEMP/SipherAIBPTools/ (outside repository)
& "$EnginePath/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" `
$ProjectPath `
-run=SipherAIBPTools `
-st="$STPath" `
-preservepath `
-verbose
Output Location:
$env:TEMP/SipherAIBPTools/{preserved-path}/{AssetName}.md (outside repository)-output=".blueprints" to write to .blueprints/ in the project directoryOutput Files Generated:
BT_{name}.md or ST_{name}.md - Raw structured data for AI analysis (USE THIS FOR REVIEW)BT_{name}_vis.md or ST_{name}_vis.md - Mermaid diagram visualization (for designers only, DO NOT use for AI review)When the S2.uproject is open in Unreal Editor, use one of these methods:
Method A: Editor Toolbar Button
.blueprints/ with preserved pathMethod B: Console Command
# In Unreal Editor console (` key)
SipherAIBPTools.ExportBT /Game/S2/Core_Boss/s2_boss_gaolanying/BT_Boss_GaoLanYing_Phase2
SipherAIBPTools.ExportST /Game/S2/Core_Ene/s2_ene_swordshield_01A_prototype/ST_ene_swordshield_combat
Phase 0 Completion Checklist:
$env:TEMP/SipherAIBPTools/.../BT_{name}.md or $env:TEMP/SipherAIBPTools/.../ST_{name}.md (or .blueprints/... as fallback).md file, NOT _vis.md)Before dispatching to agents, extract and clean the tree representation:
Input Parsing Checklist:
Cleaned Structure Output:
## Parsed Combat AI Summary
**Asset:** [Asset Name]
**Type:** [Behavior Tree / State Tree]
**Blackboard/Schema:** [Reference]
### Key Metrics
- Total Nodes: X
- Selector Count: X (parallel decision points)
- Sequence Count: X (linear execution chains)
- State Count: X (for State Trees)
- Task Count: X
- Decorator/Condition Count: X
- Max Tree Depth: X
### Blackboard/Parameter Usage
| Key | Type | Used By Nodes | Potential Issues |
|-----|------|---------------|------------------|
| [Key] | [Type] | [Node List] | [Unused/Orphaned/etc] |
### Tree Hierarchy (Simplified)
[Cleaned ASCII tree showing major decision points]
### Critical Paths
1. Combat Path: [Description]
2. Wandering Path: [Description]
3. Special Ability Path: [Description]
Spawn three agents simultaneously for independent review:
Focus Areas:
Review Template:
## Combat Engineer Analysis
### Performance Assessment
Critical | High | Medium | Low
### GAS Integration Review
- [ ] Ability activation uses proper ASC patterns
- [ ] No synchronous asset loading in tasks
- [ ] GameplayTags used consistently
- [ ] Ability data queue pattern followed (if applicable)
### Scalability Concerns
[List concerns for 50+ AI scenario]
### Top 5 Technical Concerns
1. [Issue with severity and location]
2. ...
Focus Areas:
Review Template:
## Combat Designer Analysis
### Player Experience Assessment
Feel Score: [1-10]
Threat Clarity: [1-10]
Fairness Rating: [1-10]
### Attack Pattern Analysis
- Close Range Attacks: [List with timing analysis]
- Mid Range Attacks: [List with gap-close patterns]
- Long Range Attacks: [List with approach strategies]
### Readability Issues
[Attack telegraphs, timing windows, player reaction feasibility]
### Balance Concerns
[Damage windows, recovery frames, cooldown usage]
### Top 5 Design Concerns
1. [Issue with player impact]
2. ...
Focus Areas:
Review Template:
## QA Manager Analysis
### Test Coverage Assessment
Testability Score: [1-10]
Bug Risk: [Low/Medium/High/Critical]
### State Machine Analysis
- [ ] All states have exit conditions
- [ ] No infinite loops possible
- [ ] Failure states handled gracefully
- [ ] Blackboard keys properly initialized
### Edge Cases Identified
| Scenario | Expected Behavior | Potential Bug |
|----------|------------------|---------------|
| [Case] | [Expected] | [Risk] |
### Test Scenarios Required
1. [Scenario description with steps]
2. ...
### Top 5 QA Concerns
1. [Issue with reproduction risk]
2. ...
After collecting independent analyses, facilitate structured debate:
Debate Format:
## Agent Debate Round
### Presentation Phase
Each agent presents their top 5 concerns in priority order.
### Response Matrix
| Issue | Combat Engineer | Combat Designer | QA Manager |
|-------|-----------------|-----------------|------------|
| [Issue 1] | AGREE/CHALLENGE/ADD | AGREE/CHALLENGE/ADD | AGREE/CHALLENGE/ADD |
### Challenge Details
#### Challenge 1: [Issue being challenged]
**Challenger:** [Agent Name]
**Original Claim:** [What was claimed]
**Challenge:** [Why they disagree]
**Resolution:** [Consensus reached OR "Flagged for Human Review"]
### Context Additions
[Additional context any agent added to another's findings]
Debate Rules:
Generate final prioritized report:
# Combat AI Review: [Asset Name]
| Field | Value |
|-------|-------|
| **Review Date** | YYYY-MM-DD HH:MM |
| **Reviewed By** | Combat Engineer, Combat Designer, QA Manager (Multi-Agent Consensus) |
| **Asset Path** | [Full path] |
| **Asset Type** | [Behavior Tree / State Tree] |
| **Blackboard/Schema** | [Reference name] |
## Executive Summary
| Severity | Count |
|----------|-------|
| Critical | X |
| High Priority | Y |
| Medium | Z |
| Low | W |
| Metric | Status |
|--------|--------|
| **Overall Combat AI Health** | 60% |
| **Combat Readiness** | 80% |
| **Testability** | 40% |
| **Console Cert Status** | PASS / FAIL (reason) |
> **Note on Effort Estimates:** All time estimates in this report are assumptions based on typical complexity. Actual effort may vary significantly.
---
## Combat Designer Feel Assessment
### Current State: [Excellent/Good/Functional/Needs Work/Poor]
**Player Experience Rating:** X/10
| Aspect | Score | Status |
|--------|-------|--------|
| Combat Feel | X/10 | [Status] |
| Threat Clarity | X/10 | [Status] |
| Fairness | X/10 | [Status] |
| Enemy Identity | X/10 | [Status] |
### What Works
- [Positive aspect 1]
- [Positive aspect 2]
### What Feels Wrong
- [Issue 1 - brief description]
- [Issue 2 - brief description]
---
## Consensus Findings
### Critical Issues (All Agents Agree)
#### Issue #1: [Title]
**Severity:** Critical
**Identified By:** [Agent(s)]
**Consensus Level:** Full Agreement
**Problem:**
[Description of the issue]
**Location in Tree:**
[Node path or reference]
**Impact:**
- Technical: [Performance/Memory/Stability]
- Design: [Player experience/Balance]
- QA: [Test coverage/Bug risk]
**Recommended Fix:**
[Specific action to take]
---
### High Priority Issues
[Continue with high priority items...]
---
### Medium Priority Issues
[Continue with medium priority items...]
---
## Action Items by Owner
### For AI Engineers
1. [ ] [Action item] - [Priority]
2. ...
### For Combat Designers
1. [ ] [Action item] - [Priority]
2. ...
### For QA Team
1. [ ] [Action item] - [Priority]
2. ...
---
## Test Plan
### Automated Tests Required
| Test Type | Description | Coverage |
|-----------|-------------|----------|
| Unit | [Description] | [Nodes covered] |
| Integration | [Description] | [Systems covered] |
### Manual Test Scenarios
1. **[Scenario Name]**
- Setup: [How to set up the test]
- Steps: [What to do]
- Expected: [What should happen]
- Covers: [Issues this validates]
---
**Report Generated:** [Timestamp]
**Next Review Due:** [Date based on severity]
**Save Location:** `claude-agents/reports/combat-ai-reviews/[asset-name]_review_[date].md`
Example 1: Review Behavior Tree with existing markdown file
/skill combat-ai-review
Please review the following Combat AI:
.blueprints/S2/Core_Ene/s2_eli_Dreadroot_01A_prototype/BT_EliteDreadroot_DualPunch.md
Focus areas:
- Combat balance for elite enemy encounter
- Performance at scale with multiple Dreadroots
- QA test coverage for phase transitions
Example 2: Review State Tree
/skill combat-ai-review
Please review this State Tree:
.blueprints/S2/Core_Ene/s2_ene_swordshield_01A_prototype/ST_ene_swordshield_combat.md
Focus areas:
- State transition logic
- Combat feel and fairness
- Performance at scale
Example 3: Review by asset path (auto-generates markdown if needed)
/skill combat-ai-review
Please review this Combat AI:
Content/S2/Core_Boss/s2_boss_gaolanying/BT_Boss_GaoLanYing_Phase2.uasset
Focus areas:
- Phase transition handling
- Clone spawning performance
- Combat feel and fairness
When executing this skill, spawn agents using the Task tool:
0. Locate or generate the Combat AI markdown file (Phase 0):
a. Search for existing .md in .blueprints/ folder
b. If not found, check if .uasset exists in Content/
c. If .uasset exists, generate markdown:
- Editor NOT running: Run commandlet with -bt or -st parameter
- Editor running: Use toolbar button, console command, or Python script
d. Verify markdown file exists before proceeding
1. Parse the Combat AI file first (Phase 1)
2. Spawn all three agents in PARALLEL using a single message with multiple Task tool calls:
- Task: combat-engineer analysis with parsed Combat AI context
- Task: combat-designer analysis with parsed Combat AI context
- Task: qa-manager analysis with parsed Combat AI context
3. Collect all three responses
4. Synthesize debate (Phase 3) based on their findings
5. Generate consensus report (Phase 4)
Review Complete When:
claude-agents/reports/combat-ai-reviews/claude-agents/docs/combat-design/combat_philosophy.md - Combat design standards (HIGHEST AUTHORITY)claude-agents/docs/combat-design/enemy_archetypes.md - Enemy tier complexity budgetsclaude-agents/reports/combat-ai-reviews/ - Previous Combat AI reviews for pattern referenceCLAUDE.md - Project standards and AI architecture contextskill: combat-ai-review
invoke: /combat-systems:combat-ai-review
type: code-review
category: ai-behavior
scope: $env:TEMP/SipherAIBPTools/**/*BT*.md, $env:TEMP/SipherAIBPTools/**/*ST*.md, .blueprints/**/*BT*.md, .blueprints/**/*ST*.md, Content/**/BT_*.uasset, Content/**/ST_*.uasset
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