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

Implementing a checkers rival


You will learn how to extend the previous recipes with an advanced example. In this case, you will learn how to model a checkers (draughts) board and its pieces in order to comply with the necessary functions to be used with our board-AI framework.

This approach uses a chess board (8 x 8) and its respective number of pieces (12). However, it can be easily parameterized in order to change these values in case we want to have a differently sized board.

Getting ready…

First, we need to create a new type of movement for this particular case called MoveDraughts:

using UnityEngine;
using System.Collections;

public class MoveDraughts : Move
{
    public PieceDraughts piece;
    public int x;
    public int y;
    public bool success;
    public int removeX;
    public int removeY;
}

This data structure stores the piece to be moved, the new x and y coordinates if the movement is a successful capture, and the position of the piece to be removed.

How to do it…

We will implement...