Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Book Image

Unity 2017 Game AI Programming - Third Edition - Third Edition

Overview of this book

Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. 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 third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.
Table of Contents (10 chapters)

Thinking with fuzzy logic

Finally, we arrive at fuzzy logic. Put simply, fuzzy logic refers to approximating outcomes as opposed to arriving at binary conclusions. We can use fuzzy logic and reasoning to add yet another layer of authenticity to our AI.

Let's use a generic bad guy soldier in a first person shooter as our agent to illustrate this basic concept. Whether we are using a finite state machine or a behavior tree, our agent needs to make decisions. Should I move to state x, y, or z? Will this task return true or false? Without fuzzy logic, we'd look at a binary value (true or false, or 0 or 1) to determine the answers to those questions. For example, can our soldier see the player? That's a yes/no binary condition. However, if we abstract the decision-making process even further, we can make our soldier behave in much more interesting ways. Once we've determined that our soldier can see the player, the soldier can then "ask" itself whether it has enough ammo to kill the player, or enough health to survive being shot at, or whether there are other allies around it to assist in taking the player down. Suddenly, our AI becomes much more interesting, unpredictable, and more believable.

This added layer of decision making is achieved by using fuzzy logic, which in the simplest terms, boils down to seemingly arbitrary or vague terminology that our wonderfully complex brains can easily assign meaning to, such as "hot" versus "warm" or "cool" versus "cold," converting this to a set of values that a computer can easily understand. In Chapter 7, Using Fuzzy Logic to Make Your AI Seem Alive, we'll dive deeper into how you can use fuzzy logic in your game.