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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
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Clifford Peters Clifford Peters
Author Profile Icon Clifford Peters
Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Toc

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

Summary

In this chapter, we set up two scenes and studied how to build path-following agents with obstacle avoidance behavior. We learned about the Unity3D layer feature and how to selectively raycast against a particular layer. Although these examples were simple, we can apply these simple techniques to various scenarios. For instance, we can set up a path along a road, and by using some vehicle models combined with obstacle avoidance behavior, we can easily set up a decent traffic simulation. Alternatively, you could just replace them with biped characters and build a crowd simulation. You can also combine them with some finite state machines to add more behaviors and make them more intelligent. The simple obstacle avoidance behavior that we implemented in this chapter doesn't consider the optimal path to reach the target position. Instead, it just goes straight to that...

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