Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By : Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By: Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters

Overview of this book

Developing Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the basic techniques to cutting-edge machine learning-powered agents. 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 fourth edition with Unity will help you break down AI 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. Further on, you'll learn how 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'll then learn how to implement simple ?ocks and crowd dynamics, which are key AI concepts in Unity. Moving on, you'll learn how to implement a behavior tree through a game-focused example. Lastly, you'll apply all the concepts in the book to build a popular game.
Table of Contents (13 chapters)

Scene setup

Let's get started by setting up our scene:

  1. Let's create a few walls to block the line-of-sight from our AI character to the enemy. We make these out of short—but wide—cubes that have been grouped under an empty game object called Obstacles.
  2. We add a plane as a floor.
  3. Finally, we add a directional light so that we can see what is going on in our scene.

We represent the player with a tank, similar to what we used in our first example, and we represent the NPCs with simple cubes. We also have a Target object to show us where the tank is moving in our scene. Our scene hierarchy should look similar to the following screenshot:

How our hierarchy is set up

Now, let's position the tank, AI character, and walls randomly around in our scene. Make sure to increase the size of the plane to something that looks good. Fortunately, in this demo, all...