Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity’s API or built-in features allows limitless possibilities when it comes to creating your game’s worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Combining FSMs and decision trees


Given the previous recipes' ease of implementation and learning, we can combine them to develop a powerful decision-making system with benefits from both worlds, making it a very powerful technique in many different scenarios.

Getting ready

We will learn how to make modifications and develop child classes in order to create a finite-state machine that is capable of creating complex transitions based on decision trees.

How to do it...

This recipe relies on creating a couple of child classes from the one we already know and making a little modification:

  1. Create a new action class that holds a reference to a state:

    using UnityEngine;
    using System.Collections;
    
    public class ActionState : DecisionTreeNode
    {
        public State state;
    
        public override DecisionTreeNode MakeDecision()
        {
            return this;
        }
    }
  2. Implement a transition class that is able to hold a decision tree:

    using UnityEngine;
    using System.Collections;
    
    public class TransitionDecision : Transition...