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

Influence maps


Another way to use graphs is to represent how much reach or influence an agent, or in this case a unit, has over an area of the world. In this context, influence is represented as the total area of a map an agent, or a group of agents of the same party, covers.

This is a key element for creating good AI decision mechanisms based on the military presence in real-time simulation games, or games where it is important to know how much of the world is taken by a group of agents, each representing a given faction.

Getting ready

This is a recipe that requires the experience of graph building, so it is based on the general Graph class. However, we will need to derive it from a specific graph definition, or define our own methods to handle vertices and the neighbors retrieval logic, as learned in Chapter 2, Navigation.

We will learn how to implement the specific algorithms for this recipe, based on the Graph class general functions and the Vertex class.

Finally, we will need a base Unity...