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.
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...