Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. 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 practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Representing the world with Dirichlet domains


Also called a Voronoi polygon, a Dirichlet domain is a way of dividing space into regions consisting of a set of points closer to a given seed point than to any other. This graph representation helps in distributing the space using Unity's primitives or existing meshes, thus not really adhering to the definition, but using the concept as a means to an end. Dirichlet domains are usually mapped using cones for delimiting the area of a given vertex, but we're adapting that principle to our specific needs and tool.

Example of a Voronoi Diagram or Voronoi Polygon

Getting ready

Before building our new Graph class, it's important to create the VertexReport class, make some modifications to our Graph class, and add the Vertex tag in the project:

  1. Prepend the VertexReport class to the Graph class specification, in the same file:

    public class VertexReport
    {
        public int vertex;
        public GameObject obj;
        public VertexReport(int vertexId, GameObject obj...