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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

By : Dr. Davide Aversa
4.8 (4)
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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

4.8 (4)
By: Dr. Davide Aversa

Overview of this book

Developing artificial intelligence (AI) for game characters in Unity has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from 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 game worlds and characters. The updated fifth edition of Unity Artificial Intelligence Programming starts by breaking down AI into simple concepts. 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. As you progress, you’ll learn how to implement a finite state machine (FSM) to determine how your AI behaves, apply probability and randomness to make games less predictable, and implement a basic sensory system. Later, you’ll understand how to set up a game map with a navigation mesh, incorporate movement through techniques such as A* pathfinding, and provide characters with decision-making abilities using behavior trees. By the end of this Unity book, you’ll have the skills you need to bring together all the concepts and practical lessons you’ve learned to build an impressive vehicle battle game.
Table of Contents (17 chapters)
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1
Part 1:Basic AI
6
Part 2:Movement and Navigation
11
Part 3:Advanced AI

Basic sensory systems

An AI sensory system emulates senses such as sight, hearing, and even smell to get information from other GameObjects. In such a system, the NPCs need to examine the environment and check for such senses periodically based on their particular interest.

In a minimal sensory system, we have two principal elements: aspect (also called event emitters) and sense (also called event senses). Every sense can perceive only a specific aspect; for instance, an NPC with just the sense of hearing can only perceive the sound (one of the aspects) emitted by another GameObject, or a zombie NPC can use its sense of smell to prey on the player's brain. As in real life, we do not need a single sense for every NPC; they can have sight, smell, and touch all at once.

In our demo, we'll implement a base interface, called Sense, that we'll use to implement custom senses. In this chapter, we'll implement sight and touch senses. Sight is what we use to see the...

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