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Unity 5.x Game AI Programming Cookbook

You're reading from   Unity 5.x Game AI Programming Cookbook Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Length 278 pages
Edition 1st Edition
Tools
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (10) Chapters Close

Preface 1. Behaviors – Intelligent Movement FREE CHAPTER 2. Navigation 3. Decision Making 4. Coordination and Tactics 5. Agent Awareness 6. Board Games AI 7. Learning Techniques 8. Miscellaneous Index

Exemplifying waypoints for decision making


Just like we learned with decision-making techniques, sometimes it is not flexible enough to just evaluate a waypoints' value, but rather a more complex condition. In this case, the solution is to apply techniques learned previously and couple them into the waypoint for attacking that problem.

The key idea is to add a condition to the node so that it can be evaluated, for example, using a decision tree and developing more complex heuristics for computing a waypoint's value.

Getting ready

It is important to revisit the recipe that handled state machines in the previous chapter before diving into the following recipe.

How to do it…

We will make a little adjustment:

  1. Add public Condition to the Waypoint class:

    public Condition condition;
  2. Now, you'll be able to easily integrate it into decision-making techniques using derived condition classes such as ConditionFloat.

How it works…

The pseudo-abstract Condition class, which we learned about previously, has a member...

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