Book Image

Unity 2018 Artificial Intelligence Cookbook - Second Edition

By : Jorge Palacios
Book Image

Unity 2018 Artificial Intelligence Cookbook - Second Edition

By: Jorge Palacios

Overview of this book

Interactive and engaging games come with intelligent enemies, and this intellectual behavior is combined with a variety of techniques collectively referred to as Artificial Intelligence. Exploring Unity's API, or its built-in features, allows limitless possibilities when it comes to creating your game's worlds and characters. This cookbook covers both essential and niche techniques to help you take your AI programming to the next level. To start with, you’ll quickly run through the essential building blocks of working with an agent, programming movement, and navigation in a game environment, followed by improving your agent's decision-making and coordination mechanisms – all through hands-on examples using easily customizable techniques. You’ll then discover how to emulate the vision and hearing capabilities of your agent for natural and humanlike AI behavior, and later improve the agents with the help of graphs. This book also covers the new navigational mesh with improved AI and pathfinding tools introduced in the Unity 2018 update. You’ll empower your AI with decision-making functions by programming simple board games, such as tic-tac-toe and checkers, and orchestrate agent coordination to get your AIs working together as one. By the end of this book, you’ll have gained expertise in AI programming and developed creative and interactive games.
Table of Contents (12 chapters)

Following a path

There are times when we need scripted routes, and it's simply inconceivable to do it entirely by code. Imagine you're working on a stealth game. Would you code a route for every single guard? This technique will help you build a flexible path system for those situations.

Getting ready

We need to define a custom data type called PathSegment:

using UnityEngine; 
using System.Collections; 
 
public class PathSegment 
{ 
    public Vector3 a; 
    public Vector3 b; 
 
    public PathSegment () : this (Vector3.zero, Vector3.zero){} 
    public PathSegment (Vector3 a, Vector3 b) 
    { 
        this.a = a; 
        this.b = b; 
    } 
} 

How to do it...

This is a long recipe that could be regarded as a big two-step process. First, we build the Path class, which abstracts points in the path from their specific spatial representations, and then we build the PathFollower behavior that makes use of that abstraction in order to get actual spatial points to follow:

  1. Create the Path class, which consists of nodes and segments; only the nodes are public and are assigned manually:
using UnityEngine; 
using System.Collections; 
using System.Collections.Generic; 
 
public class Path : MonoBehaviour 
{ 
    public List<GameObject> nodes; 
    List<PathSegment> segments; 
} 
  1. Define the Start function to set the segments when the scene starts:
void Start() 
{ 
    segments = GetSegments(); 
} 
  1. Define the GetSegments function to build the segments from the nodes:
public List<PathSegment> GetSegments () 
{ 
    List<PathSegment> segments = new List<PathSegment>(); 
    int i; 
    for (i = 0; i < nodes.Count - 1; i++) 
    { 
        Vector3 src = nodes[i].transform.position; 
        Vector3 dst = nodes[i+1].transform.position; 
        PathSegment segment = new PathSegment(src, dst); 
        segments.Add(segment); 
    } 
    return segments; 
} 
  1. Define the first function for abstraction, which is called GetParam:
public float GetParam(Vector3 position, float lastParam) 
{ 
    // body 
} 
  1. We need to find out the segment the agent is closest to:
float param = 0f; 
PathSegment currentSegment = null; 
float tempParam = 0f; 
foreach (PathSegment ps in segments) 
{ 
    tempParam += Vector3.Distance(ps.a, ps.b); 
    if (lastParam <= tempParam) 
    { 
        currentSegment = ps; 
        break; 
    } 
} 
if (currentSegment == null) 
    return 0f; 
  1. Given the current position, we need to work out the direction to go to:
Vector3 currPos = position - currentSegment.a; 
Vector3 segmentDirection = currentSegment.b - currentSegment.a; 
segmentDirection.Normalize(); 
  1. Find the point in the segment using vector projection:
Vector3 pointInSegment = Vector3.Project(currPos, segmentDirection); 
  1. Finally, GetParam returns the next position to reach along the path:
param = tempParam - Vector3.Distance(currentSegment.a, currentSegment.b);
param += pointInSegment.magnitude; 
return param;
  1. Define the GetPosition function:
public Vector3 GetPosition(float param)  
{ 
    // body 
} 
  1. Given the current location along the path, we find the corresponding segment:
Vector3 position = Vector3.zero; 
PathSegment currentSegment = null; 
float tempParam = 0f; 
foreach (PathSegment ps in segments) 
{ 
    tempParam += Vector3.Distance(ps.a, ps.b); 
    if (param <= tempParam) 
    { 
        currentSegment = ps; 
        break; 
    } 
} 
if (currentSegment == null) 
    return Vector3.zero; 
  1. GetPosition converts the parameter as a spatial point and returns it:
Vector3 segmentDirection = currentSegment.b - currentSegment.a; 
segmentDirection.Normalize(); 
tempParam -= Vector3.Distance(currentSegment.a, currentSegment.b); 
tempParam = param - tempParam; 
position = currentSegment.a + segmentDirection * tempParam; 
return position; 
  1. Create the PathFollower behavior, which derives from Seek (remember to set the order of execution):
using UnityEngine; 
using System.Collections; 
 
public class PathFollower : Seek 
{ 
    public Path path; 
    public float pathOffset = 0.0f; 
    float currentParam; 
}

  1. Implement the Awake function to set the target:
public override void Awake() 
{ 
    base.Awake(); 
    target = new GameObject(); 
    currentParam = 0f; 
} 
  1. The final step is to define the GetSteering function that relies on the abstraction created by the Path class to set the target position and apply Seek:
public override Steering GetSteering() 
{ 
    currentParam = path.GetParam(transform.position, currentParam); 
    float targetParam = currentParam + pathOffset; 
    target.transform.position = path.GetPosition(targetParam); 
    return base.GetSteering(); 
} 

How it works...

We use the Path class in order to have a movement guideline. It is the cornerstone, because it relies on GetParam to map an offset point to follow in its internal guideline, and it also uses GetPosition to convert that referential point to a position in the three-dimensional space along the segments.

The path-following algorithm just makes use of the path's functions in order to get a new position, update the target, and apply the Seek behavior.

There's more...

It's important to take into account the order in which the nodes are linked in the inspector for the path to work as expected. A practical way to achieve this is to manually name the nodes with a reference number:

An example of a path set up in the Inspector window

Also, we could define the OnDrawGizmos function in order to have a better visual reference of the path:

void OnDrawGizmos () 
{ 
    Vector3 direction; 
    Color tmp = Gizmos.color; 
    Gizmos.color = Color.magenta;//example color 
    int i; 
    for (i = 0; i < nodes.Count - 1; i++) 
    { 
        Vector3 src = nodes[i].transform.position; 
        Vector3 dst = nodes[i+1].transform.position; 
        direction = dst - src; 
        Gizmos.DrawRay(src, direction); 
    } 
    Gizmos.color = tmp; 
}