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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

By : Dr. Davide Aversa , Aung Sithu Kyaw, Peters
4.3 (3)
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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

4.3 (3)
By: Dr. Davide Aversa , Aung Sithu Kyaw, 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)
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Implementing Sensors

As we discussed earlier, a character AI system needs to be aware of its surrounding environment: for example, NPCs need to know where the obstacles are, where the player is looking, if they are in the player's sight, and a lot more. The quality of the artificial intelligence of our NPCs depends, for the most part, on the information they can get from the environment. Based on that information, the AI-powered characters can decide on which action to execute. If there's not enough information, characters might show unusual behaviors, such as choosing the wrong places to take cover, idling, or looping in strange actions without knowing how to proceed. A quick search for AI glitches on YouTube opens the door to a huge collection of funny behaviors of AIs that are common, even in AAA games.

Theoretically, it is possible give to the NPCs all of the information...

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