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

Representing states with numerical values: Markov system


Having learned about fuzzy logic, it may do us well to mix some approaches and probably extend the functionality with finite-state machines. However, fuzzy logic doesn't work directly with values—they have to be defuzzified before they have a meaning within its scope. A Markov chain is a mathematical system that allows us to develop a decision-making system that can be seen as a fuzzy state machine.

Getting ready

This recipe uses the matrix and vector classes that come with Unity to illustrate the theoretical approach and make a working example, but it can be improved with our own matrix and vector classes with the proper implementation of the required member functions, such as vector-matrix multiplication.

How to do it...

  1. Create the parent class for handling transitions:

    using UnityEngine;
    using System.Collections;
    
    public class MarkovTransition : MonoBehaviour
    {
        public Matrix4x4 matrix;
        public MonoBehaviour action;
    }
  2. Implement...