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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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Toc

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

Behavior Trees

Behavior trees (BTs) have been gaining popularity among game developers very steadily. Over the last decade, BTs have become the pattern of choice for many developers when it comes to implementing behavioral rules for their AI agents. Games such as Halo and Gears of War are among the more famous franchises to make extensive use of BTs. An abundance of computing power in PCs, gaming consoles, and mobile devices has made them a good option for implementing AI in games of all types and scopes.

In this chapter, we will cover the following topics:

  • The basics of a behavior tree
  • The benefits of using existing behavior tree solutions
  • How to implement our own behavior tree framework
  • How to implement a basic tree using our framework
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