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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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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 2. Finite State Machines 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

Creating decision-making AI with FSM

In Chapter 2, Finite State Machines, we saw how to implement a simple FSM. In this section, we are using the same technique, but will apply it to the more complex scenario of this demo.

First of all, we need an FSM plan. For this demo, we are interested only in how to connect the FSM to the existing game, so we will keep it simple. The FSM for our tank is composed of just two states, patrolling and shooting.

The plan is nice and simple:

  • The AI tank starts in the Patrol state, and wanders around the patrolling points we defined before.
  • Then, if the players get in range, the tank switches into the Attack state.
  • In the Attack state, the tank turns toward the player and start shooting at it.
  • Finally, if we are in the Attack state and the players leaves the AI's range, the tank will go back to the Patrol state.

For the implementation, do...

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