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)

How It All Comes Together

We've almost arrived at the end of our journey. We've learned all the essential tools to implement fun AI in our Unity game. We stressed this throughout the course of the book, but it's important to drive the point home: the concepts and patterns we learned throughout the book are individual concepts, but they can, and often should, be used in harmony to achieve the desired behavior from our AI. Before we say our goodbyes, we'll look at a simple tank-defense game that implements some of the concepts that we've learned to achieve a cohesive "game," and I only say "game" because this is more of a blueprint for you to expand upon and play with. In this chapter, we will:

  • Integrate some of the systems we've learned in a single project
  • Create an AI tower agent
  • Create our NavMeshAgent tank
  • Set up the environment...