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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

Chapter 6: Path Following and Steering Behaviors

In this short chapter, we will implement two Unity3D demos to explore steering behaviors. In the first demo, we will implement a script to make an entity follow a simple path. In the second demo, we will set up a scene with a couple of obstacles and program an entity to reach a target while avoiding the obstacles.

Obstacle avoidance is a fundamental behavior for game characters when moving around and interacting with the game world. However, obstacle avoidance is generally used with other navigation systems (such as pathfinding or crowd simulations). In this chapter, we will use the systems to make sure that we avoid the other agents and reach the target. We will not talk about how fast the character will reach a destination, and we will not calculate the shortest path to the target, as we'll talk about these in the next chapter.

In this chapter, we'll look at the following two fundamental aspects of movement:

    ...

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