Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By : Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
Book Image

Unity Artificial Intelligence Programming - Fourth Edition

By: Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters

Overview of this book

Developing Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the basic techniques to cutting-edge machine learning-powered agents. 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 fourth edition with Unity will help you break down AI 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. Further on, you'll learn how 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'll then learn how to implement simple ?ocks and crowd dynamics, which are key AI concepts in Unity. Moving on, you'll learn how to implement a behavior tree through a game-focused example. Lastly, you'll apply all the concepts in the book to build a popular game.
Table of Contents (13 chapters)

Dynamic AI

We can also use probability to specify the intelligence levels of AI characters or the global game settings. This can, in turn, affect the overall difficulty level of the game and keep it challenging and interesting for the players. As described in the book, The Art of Game Design, Jesse Schell, Morgan Kaufmann publications, players will only continue to play our game if we keep them in their flow channel:

The player's flow channel

The players feel anxious and get disappointed if we present tough challenges for them before they have the necessary skills. On the other hand, once they've mastered the skills, if we continue to keep the game at the same pace, they will get bored. The area in which the players are kept engaged for a long time is in between these two extremes of hard and easy, which the original author referred to as the flow channel. To keep the...