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)

Understanding the concepts behind flocks and crowds

As with previous concepts, it's easiest to understand flocks and herds by relating them to the real-life behaviors they model. As simple as it sounds, these concepts describe a group of objects, or boids as they are called in artificial intelligence lingo, moving together as a group. The flocking algorithm gets its name from the behavior birds exhibit in nature, where a group of birds follow one another toward a common destination, mostly keeping a fixed distance from each other. The emphasis here is on the group. We've explored how single agents can move and make decisions on their own, but flocks are a relatively computationally efficient way of simulating large groups of agents moving in unison while modeling unique movement in each boid that doesn't rely on randomness or predefined paths.

The implementation...