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

Exemplifying waypoints for decision making


Just like we learned with decision-making techniques, sometimes it is not flexible enough to just evaluate a waypoints' value, but rather a more complex condition. In this case, the solution is to apply techniques learned previously and couple them into the waypoint for attacking that problem.

The key idea is to add a condition to the node so that it can be evaluated, for example, using a decision tree and developing more complex heuristics for computing a waypoint's value.

Getting ready

It is important to revisit the recipe that handled state machines in the previous chapter before diving into the following recipe.

How to do it…

We will make a little adjustment:

  1. Add public Condition to the Waypoint class:

    public Condition condition;
  2. Now, you'll be able to easily integrate it into decision-making techniques using derived condition classes such as ConditionFloat.

How it works…

The pseudo-abstract Condition class, which we learned about previously, has a member...