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

Implementing a self-driving car


What fun is a racing game without competitors? This is one of the most difficult subjects in artificial intelligence for games. It is usually tackled by creating cheater agents that disable certain limitations that are always imposed on the player, such as physics behaviors; this is because these limitations can create erratic or imprecise behaviors when evaluated by AI. In our case, we will approach the problem organically using techniques from a previous chapter.

Getting ready

In this chapter, we will explore how to create an autonomous car using advanced techniques from Chapter 1, Movement, such as following a path and avoiding walls. So, it is important to have grasped the knowledge behind them.

How to do it...

  1. Create an empty GameObject.

  2. Attach the Agent component.

  3. Attach the FollowPath component.

  4. Attach the WallAvoid component.

  5. Create the track using the track pieces with the PathNode component.

  6. Tag the track borders as walls.

  7. Make sure the track is complete.

How...