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 the game-tree class


The game state can be represented in a lot of different ways, but you will learn how to create extendible classes in order to use the high-level board AI algorithms for different circumstances.

Getting ready…

It is important to be clear on object-oriented programming, specifically on inheritance and polymorphism. This is because we'll be creating generic functions that can be applied to a number of board game decisions and then writing specific subclasses that inherit and further specify these functions.

How to do it…

We will build two classes in order to represent game-tree with the help of the following steps:

  1. Create the abstract class Move:

    using UnityEngine;
    using System.Collections;
    
    public abstract class Move
    {
        
    }
  2. Create the pseudo-abstract class Board:

    using UnityEngine;
    using System.Collections;
    
    public class Board
    {
        protected int player;
        //next steps here
    }
  3. Define the default constructor:

    public Board()
    {
        player = 1;
    }
  4. Implement the virtual...