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Unity 2017 Game AI Programming - Third Edition

You're reading from   Unity 2017 Game AI Programming - Third Edition Leverage the power of Artificial Intelligence to program smart entities for your games

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Product type Paperback
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Length 254 pages
Edition 3rd Edition
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Author (1):
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Raymundo Barrera Raymundo Barrera
Author Profile Icon Raymundo Barrera
Raymundo Barrera
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Table of Contents (10) Chapters Close

Preface 1. The Basics of AI in Games FREE CHAPTER 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Understanding the concepts behind flocks and crowds

As with previous concepts, it's easiest to understand flocks and herds by relating them to the real-life behaviors they model. As simple as it sounds, these concepts describe a group of objects, or boids as they are called in artificial intelligence lingo, moving together as a group. The flocking algorithm gets its name from the behavior birds exhibit in nature, where a group of birds follow one another toward a common destination, mostly keeping a fixed distance from each other. The emphasis here is on the group. We've explored how single agents can move and make decisions on their own, but flocks are a relatively computationally efficient way of simulating large groups of agents moving in unison while modeling unique movement in each boid that doesn't rely on randomness or predefined paths.

The implementation...

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