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)

Summary

So, we've reached the end. In this chapter, we took a few of the concepts covered in the book and applied them to create a small tank-defense game. We built upon the concept of finite state machines, which we originally covered in Chapter 2, Finite State Machines and You, and created an artificial intelligence to drive our enemy towers' behavior. We then enhanced the behavior by combining it with sensing and perception, and finally we implemented navigation via Unity's NavMesh feature to help our tank AI navigate through our maze-like level, through a gauntlet of autonomous AI towers with one thing on their simple AI minds: destroy!

As we conclude this book, take a moment and pat yourself on the back! We've covered a lot of ground, and covered a lot of topics. You've now learned about state machines, behavior trees, A*, fuzzy logic, and so much...