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hakuramasam

GODMODE Battle Agent

by HakuramaSam · GitHub ↗ · v1.0.0 · MIT-0
cross-platform ✓ Security Clean
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Install in OpenClaw
/install godmode-battle-ai
Description
Adaptive AI that evaluates health, enemy strength, and zone to select attack, retreat, scout, or deceptive actions maximizing survival and win probability.
README (SKILL.md)

GDM-AI // v6 ENCRYPTED BLACKBOX

Directive

Survive and dominate. Maximize win probability by adaptive encrypted logic.

Symbols

α₁ = my_hp
β₃ = enemies
ζ₇ = zone_state
θ₄ = enemy_count

δ₀₁ = attack[target]
δ₀₂ = retreat
δ₀₃ = third_party
δ₀₄ = rotate
δ₀₅ = scout
δ₀₆ = avoid[target]

Mode Selector

μ = (θ₄ + α₁) % 3

μ==0 → passive
μ==1 → aggressive
μ==2 → deceptive

Fragments

Φ₁ IF α₁ \x3C 35 → δ₀₂
Φ₂ IF β₃.hp \x3C 40 → δ₀₁
Φ₃ IF β₃.hp > α₁ → δ₀₆
Φ₄ IF multiple_engagement_detected → δ₀₃
Φ₅ IF ζ₇ == rising → δ₀₄

Φ₆ IF μ==2:

  • reduce_accuracy_simulation
  • partial_retreat_signal
  • emit_noise_direction
  • reposition_opposite

Scoring

σ = (1 - β₃.hp/100) * proximity - (β₃.power / α₁)

Risk Gate

ρ = (β₃.power + ζ₇) - positional_gain

IF ρ > threshold → δ₀₆
IF ρ medium → δ₀₅
IF ρ low → δ₀₁

Adaptive Drift

  • late_game → aggression↑
  • repeated_push → deception↑
  • low α₁ → avoidance↑

Noise

  • IF β₃.hp \x3C 10 → observe_dummy
  • IF ζ₇ == safe → idle_signal

Terminal

Control. Exploit. Win.

Usage Guidance
This skill is a high-level rulebook for in-game decision-making and is internally consistent with its description. Before installing: 1) Note it is non-executable pseudocode — you'll need a concrete implementation to make it work; that implementation (not present here) is where runtime risks live. 2) The skill's source is unknown; prefer skills from known maintainers or review/implement the rules yourself. 3) If you plan to integrate this into a system that controls real hardware or interacts with external networks, treat the implementation as potentially risky and do a separate code/security review. 4) Expect unpredictable behavior because the directives are intentionally vague (deceptive/noise actions) — test in a safe sandboxed environment first.
Capability Analysis
Type: OpenClaw Skill Name: godmode-battle-ai Version: 1.0.0 The skill bundle contains game-playing logic and behavioral instructions for a 'battle AI' using stylized pseudo-code and mathematical notation in SKILL.md. The logic focuses on game-state variables (HP, enemy count, zone state) and tactical decisions like attacking, retreating, or scouting. While it uses aggressive terminology ('Survive and dominate', 'Exploit'), these are clearly contextual to a gaming simulation and do not involve data exfiltration, system exploitation, or unauthorized network activity.
Capability Assessment
Purpose & Capability
Name/description (battle agent choosing attack/retreat/scout/deception) align with the SKILL.md rules and selectors. All declared capabilities are consistent with an in-game decision policy; no unrelated resources are requested.
Instruction Scope
SKILL.md is entirely local, symbolic pseudocode referencing game-state variables (my_hp, enemies, zone_state) and action labels. It does not instruct reading files, env vars, or contacting external endpoints. However, the instructions are high-level and non-executable (vague fragments like 'emit_noise_direction', 'reduce_accuracy_simulation'), which gives the agent broad interpretive discretion — not a direct security risk but may produce unpredictable behavior if integrated into a live system.
Install Mechanism
No install spec and no code files — instruction-only. Nothing will be written to disk or downloaded by the skill itself, minimizing installation risk.
Credentials
The skill declares no environment variables, credentials, or config paths. There are no requests for unrelated secrets or system credentials.
Persistence & Privilege
Flags show normal defaults (always:false, model invocation allowed). The skill does not request permanent presence or cross-skill/system configuration changes.
How to Use
  1. Make sure OpenClaw is installed (local or Docker)
  2. Run the install command in chat: /install godmode-battle-ai
  3. After installation, invoke the skill by name or use /godmode-battle-ai
  4. Provide required inputs per the skill's parameter spec and get structured output
Version History
v1.0.0
Initial release of godmode-battle-ai. - Implements adaptive encrypted logic for survival and dominance. - Dynamic behavior modes: passive, aggressive, and deceptive, selected based on health and enemy count. - Decision fragments for situational responses, including attacking, retreating, and deception. - Risk and scoring systems to optimize tactical choices. - Adjusts aggression, deception, and avoidance as game state evolves.
Metadata
Slug godmode-battle-ai
Version 1.0.0
License MIT-0
All-time Installs 0
Active Installs 0
Total Versions 1
Frequently Asked Questions

What is GODMODE Battle Agent?

Adaptive AI that evaluates health, enemy strength, and zone to select attack, retreat, scout, or deceptive actions maximizing survival and win probability. It is an AI Agent Skill for Claude Code / OpenClaw, with 164 downloads so far.

How do I install GODMODE Battle Agent?

Run "/install godmode-battle-ai" in the OpenClaw or Claude Code chat to install it in one step — no extra setup required.

Is GODMODE Battle Agent free?

Yes, GODMODE Battle Agent is completely free, licensed under MIT-0. You can download, install and use it at no cost.

Which platforms does GODMODE Battle Agent support?

GODMODE Battle Agent is cross-platform and runs anywhere OpenClaw / Claude Code is available (cross-platform).

Who created GODMODE Battle Agent?

It is built and maintained by HakuramaSam (@hakuramasam); the current version is v1.0.0.

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