Book Image

Unity 4.x Game AI Programming

By : Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe
Book Image

Unity 4.x Game AI Programming

By: Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe

Overview of this book

<p>This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.<br /><br />Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques. <br /><br />This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, we’ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we’ll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.<br /><br />Game AI Scripting in Unity3d&nbsp; covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.</p>
Table of Contents (17 chapters)
Unity 4.x Game AI Programming
Credits
About the Authors
About the Reviewer
www.PacktPub.com
Preface
Index

Summary


In this chapter, we learned how to implement state machines in Unity3D based on a simple tank game. We first looked at how to implement FSM in the simplest way, using the switch statements. Then we studied how to use a framework to make the AI implementation easier to manage and extend.

In the next chapter, we will take a look at randomness and probability and how we can use it to make the outcome of our games more unpredictable.