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

Learning to use reinforcement


Imagine that we need to come up with an enemy that needs to select different actions over time as the player progresses through the game and his or her patterns change, or a game for training different types of pets that have free will to some extent.

For these types of tasks, we can use a series of techniques aimed at modeling learning based on experience. One of these algorithms is Q-learning, which will be implemented in this recipe.

Getting ready…

Before delving into the main algorithm, it is necessary to have certain data structures implemented. We need to define a structure for game state, another for game actions, and a class for defining an instance of the problem. They can coexist in the same file.

The following is an example of the data structure for defining a game state:

public struct GameState
{
    // TODO
    // your state definition here
}

Next is an example of the data structure for defining a game action:

public struct GameAction
{
    // TODO
  ...