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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!

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Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
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Authors (3):
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Dr. Davide Aversa Dr. Davide Aversa
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Dr. Davide Aversa
Clifford Peters Clifford Peters
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Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Table of Contents (13) Chapters Close

Preface 1. Introduction to AI 2. Finite State Machines FREE CHAPTER 3. Randomness and Probability 4. Implementing Sensors 5. Flocking 6. Path-Following and Steering Behaviors 7. A* Pathfinding 8. Navigation Mesh 9. Behavior Trees 10. Machine Learning in Unity 11. Putting It All Together 12. Other Books You May Enjoy

Introduction to Behavior Trees

A Behavior Tree is a hierarchical tree of Nodes that controls the flow of the AI character's behavior. When we execute a Node, the node can return three states: success, failure, or running (if the node's execution is spread over multiple frames, for instance, if it plays an animation). When the BT executor runs a tree, it starts from the root and starts executing every node in order, according to rules written in the nodes themselves.

A Node can be of three types:

  • A leaf (a node without children)
  • A decorator (a node with a single child)
  • A composite node (a node with multiple children)

In general, leaves represent the Action that the characters can do or know (that is why they are commonly called an Action or Task); they may be actions such as GoToTarget, OpenDoor, Jump, or TakeCover, but also things like IsObjectNear? or IsHealthLow...

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