Designs engine-neutral enemy and NPC AI: picks FSM, behavior tree, utility or GOAP, and builds perception, steering and A* pathfinding. Use for patrol and chase, "find a path to the player", agents stuck on corners or AI that sees through walls. Not for BT or utility code (`ai-behavior-trees-utility-ai`), Unreal AI (`unreal-behavior-trees`) or Unity NavMesh (`unity-navmesh`).
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KitScout test notes
Not tested by KitScout yet. When our harness runs it, pros, cons and the tasks we tried appear here, with the date and evidence.
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