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)

Summary

In this chapter, we dug into how a behavior tree works, and then we looked at each individual type of node that can make up a behavior tree. We also learned the different scenarios where some nodes would be more helpful than others. After looking at some off-the-shelf solutions available in the Unity asset store, we applied this knowledge by implementing our own basic behavior tree framework in C# and explored its inner workings. With the knowledge and the tools out of the way, we created a sample behavior tree using our framework to test the concepts learned throughout the chapter. We then went on to explore the implementation of HomeRock, a sample card game that showcases an AI opponent. This knowledge prepares us to harness the power of behavior trees in games and take our AI implementations to the next level.

In the next chapter, Chapter 7, Using Fuzzy Logic to Make...