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

Finding the shortest path in a grid with BFS


The Breadth-First Search (BFS) algorithm is another basic technique for graph traversal and it's aimed to get the shortest path in the fewest steps possible, with the trade-off being expensive in terms of memory; thus, aimed specially at games on high-end consoles and computers.

Getting ready

This is a high-level algorithm that relies on each graph's implementation of the general functions, so the algorithm is implemented in the Graph class.

How to do it...

Even though this recipe is only defining a function, please take into consideration the comments in the code to understand the indentation and code flow more effectively:

  1. Declare the GetPathBFS function:

    public List<Vertex> GetPathBFS(GameObject srcObj, GameObject dstObj)
    {
        if (srcObj == null || dstObj == null)
            return new List<Vertex>();
        // next steps
    }
  2. Declare and initialize the variables we need for the algorithm:

    Vertex[] neighbours;
    Queue<Vertex> q = new Queue...