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

Working with fuzzy logic


There are times when we have to deal with gray areas, instead of binary-based values, to make decisions, and fuzzy logic is a set of mathematical techniques that help us with this task.

Imagine that we're developing an automated driver. A couple of available actions are steering and speed control, both of which have a range of degrees. Deciding how to take a turn, and at which speed, is what will make our driver different and possibly smarter. That's the type of gray area that fuzzy logic helps represent and handle.

Getting ready

This recipe requires a set of states indexed by continuous integer numbers. As this representation varies from game to game, we handle the raw input from such states, along with their fuzzification, in order to have a good general-purpose fuzzy decision maker. Finally, the decision maker returns a set of fuzzy values representing the degree of membership of each state.

How to do it...

We will create two base classes and our fuzzy decision maker...