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

Basic sensory systems


The AI sensory systems emulate senses such as perspectives, sounds, and even scents to track and identify objects. In game AI sensory systems, the agents will have to examine the environment and check for such senses periodically based on their particular interest.

The concept of a basic sensory system is that there will be two components: Aspect and Sense. Our AI characters will have senses, such as perception, smell, and touch. These senses will look out for specific aspects such as enemy and bandit. For example, you could have a patrol guard AI with a perception sense that's looking for other game objects with an enemy aspect. Or it could be a zombie entity with a smell sense looking for other entities with an aspect defined as brain.

For our demo, this is basically what we are going to implement: a base interface called Sense that will be implemented by other custom senses. In this chapter, we'll implement perspective and touch senses. Perspective is what animals...