Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Overview of this book

Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. 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 third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.
Table of Contents (10 chapters)

Implementing Sensors

In this chapter, we'll learn to implement AI behavior using the concept of a sensory system similar to what living entities have. As we discussed earlier, a character AI system needs to have awareness of its environment such as where the obstacles are, where the enemy it is looking for is, whether the enemy is visible in the player's sight, and so on. The quality of our NPC's AI completely depends on the information it can get from the environment. Nothing breaks the level of immersion in a game like an NPC getting stuck behind a wall. Based on the information the NPC can collect, the AI system can decide which logic to execute in response to that data. If the sensory systems do not provide enough data, or the AI system is unable to properly take action on that data, the agent can begin to glitch, or behave in a way contrary to what the developer...