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Release 1.1.2 — the default path works end to end
Fix release for 1.1.1: the minimal path end to end, engine commands that run on Godot, Unity and Unreal, hook warnings you can see, and verdicts that say when they could not check. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.1 → v1.1.2). Fixes #67 Fixes #131 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WuJn2FdynEybfL5KC697nJ
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Claude Opus 5.5
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## Agent Summary
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Domain: NPC behavior, state machines, pathfinding, perception systems, and AI decision-making.
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Does NOT own: player mechanics (gameplay-programmer), rendering or engine internals (engine-programmer).
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Model tier: Sonnet (default).
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Does NOT own: player mechanics (gameplay-programmer), rendering or engine internals (engine-programmer), enemy behavior design (game-designer), navmesh authoring tools (tools-programmer).
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No gate IDs assigned.
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---
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## Static Assertions (Structural)
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- [ ] `description:` field is present and domain-specific (references NPC behavior / AI systems)
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- [ ] `allowed-tools:` list includes Read, Write, Edit, Bash, Glob, Grep
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- [ ] Model tier is Sonnet (default for specialists)
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- [ ] `tools:` list includes Read, Write, Edit, Bash, Glob, Grep
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- [ ] Model tier is `inherit` — frontmatter `model:` reads exactly `inherit` (tiers: `.claude/docs/model-tiers.md`)
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- [ ] Agent definition does not claim authority over player mechanics or engine rendering
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---
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- Output includes doc comments on public API
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### Case 2: Out-of-domain request — redirects correctly
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**Input:** "Implement player input handling for the WASD movement and dash ability."
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**Input:** "Build an editor tool that lets level designers paint navmesh regions and bake them."
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**Expected behavior:**
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- Does NOT produce player input or movement code
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- Explicitly states this is outside its domain (player mechanics belong to gameplay-programmer)
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- Redirects the request to `gameplay-programmer`
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- May note that once player position is available via API, AI perception can reference it
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- Does NOT build the navmesh authoring tool
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- Explicitly states this is outside its domain (navigation mesh authoring tools belong to tools-programmer)
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- Redirects the request to `tools-programmer`
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- Any input it gives the tool's owner is what its pathfinding needs from the baked navmesh (agent radius, area costs, dynamic-obstacle support) — not the tool itself
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### Case 3: Cross-domain coordination — level constraints
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**Input:** "Design pathfinding for the warehouse level, but the level has narrow corridors that confuse the navmesh."
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- Proposes a pathfinding approach (e.g., navmesh with agent radius tuning, flow fields) conditional on level geometry
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- Documents assumptions and flags blockers clearly
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### Case 4: Performance escalation — custom data structures
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### Case 4: Performance work in its own domain — custom data structures
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**Input:** "The pathfinding priority queue is the bottleneck; I need a custom binary heap implementation for performance."
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**Expected behavior:**
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- Recognizes that a low-level, engine-integrated data structure is within engine-programmer's domain
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- Escalates to `engine-programmer` with a clear description of the bottleneck and required interface
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- May provide the algorithmic spec (binary heap interface, expected operations) to guide the engine-programmer
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- Does NOT implement the low-level structure unilaterally if it requires engine memory management
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- Treats the heap as its own work: "Implement and optimize pathfinding" is its Key Responsibility, and the priority queue is part of the pathfinding code — it does not hand the heap to engine-programmer
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- Proposes the heap (interface, expected operations and their cost) and asks before writing it
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- Keeps the pathfinding update inside its 2ms-per-frame AI budget
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- Involves `engine-programmer` only if the fix needs a change to a core engine system (its "must not" line), not for the heap itself
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### Case 5: Context pass — uses level layout for pathfinding design
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**Input:** Level layout document provided in context showing two choke points: a doorway at (12, 0) and a bridge at (40, 5). Request: "Design the patrol route and threat response for enemies in this level."
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### Case 5: Context pass — implements from the level layout and encounter spec
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**Input:** Provided in context: a level layout document (from level-designer) marking patrol waypoints A–D and two choke points — a doorway at (12, 0) and a bridge at (40, 5) — and an encounter spec (from game-designer) stating "When alerted, guards fall back to the nearest choke point and hold it." Request: "Implement the patrol and alert response for this level's guards."
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**Expected behavior:**
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- References the specific choke point coordinates from the provided context
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- Designs patrol routes that leverage the choke points as tactical positions
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- Specifies alert state transitions that funnel NPCs toward identified choke points during pursuit
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- Does not invent geometry not present in the provided layout document
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- References the specific waypoints and choke point coordinates from the provided layout
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- Implements the alert transition exactly as the encounter spec states (fall back to the nearest choke point and hold) — does NOT design its own threat response
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- Keeps waypoints and choke points in data, not hardcoded positions
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- Does not invent geometry or behavior the documents do not give; where they leave a case open (e.g., both choke points equally near), asks the spec owner instead of deciding
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---
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## Protocol Compliance
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- [ ] Stays within declared domain (NPC behavior, pathfinding, perception, state machines)
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- [ ] Redirects out-of-domain requests to correct agent (gameplay-programmer, engine-programmer, level-designer)
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- [ ] Redirects out-of-domain requests to correct agent (tools-programmer for navmesh authoring tools, engine-programmer for core engine systems, game-designer for enemy behavior design)
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- [ ] Returns structured findings (behavior tree specs, state machine diagrams, code scaffolds)
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- [ ] Does not modify player mechanics files without explicit delegation
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- [ ] Escalates performance-critical low-level structures to engine-programmer
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- [ ] Does its own pathfinding performance work, data structures included, and involves engine-programmer only for changes to core engine systems
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- [ ] Uses data-driven NPC configuration (waypoints, detection radii) not hardcoded values
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- [ ] Asks "May I write this to [filepath]?" naming the file before writing
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---
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## Coverage Notes
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- Behavior tree output (Case 1) should be validated by a unit test in `tests/unit/ai/`
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- Level-layout context (Case 5) verifies the agent reads and applies provided documents rather than inventing
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- Performance escalation (Case 4) confirms the agent recognizes the engine-programmer boundary
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- Level-layout context (Case 5) verifies the agent implements the provided documents rather than inventing geometry or designing enemy behavior itself
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- Pathfinding performance (Case 4) confirms the agent keeps work its Key Responsibilities assign it, and involves engine-programmer only for core engine changes
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