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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

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Learning the basics of probability

There are many ways to define probability. The most intuitive definition of probability is called frequentism. According to frequentism, the probability of an event is the frequency with which the event occurs when we repeat the observation an infinite amount of times. In other words, if we throw a die 100 times, we expect to see a six, on average, 1/6th of the times, and we should get closer and closer to 1/6th with 1,000, 10,000, and 1 million throws.

We can write the probability of event A occurring as P(A). To calculate P(A), we need to know all the possible outcomes (N) for the observation and the total number of times in which the desired event occurs (n).

We can calculate the probability of event A as follows:

If P(A) is the probability of event A happening, then the probability of event A not happening is equal to the following:

The probability must be a real number between zero and one. Having a probability of zero means...

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