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 with Dijkstra


The Dijkstra's algorithm was initially designed to solve the single-source shortest path problem for a graph. Thus, the algorithm finds the lowest-cost route to everywhere from a single point. We will learn how to make use of it with two different approaches.

Getting ready

The first thing to do is import the binary heap class from the Game Programming Wiki (GPWiki) into our project, given that neither the .Net framework nor Mono has a defined structure for handling binary heaps or priority queues.

For downloading the source file and more information regarding GP Wiki's binary heap, please refer to the documentation online available at http://content.gpwiki.org/index.php/C_sharp:BinaryHeapOfT.

How to do it...

We will learn how to implement the Dijkstra algorithm using the same number of parameters as the other algorithms, and then explain how to modify it to make maximum use of it according to its original purpose.

  1. Define the GetPathDijkstra function with...