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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

Randomness and Probability

In this chapter, we are going to look at how we can apply the concepts of probability and randomness to game AI. This chapter is more about generic game AI development techniques in the areas of randomness and probability, and less about Unity3D in particular. This means that we can apply the concepts of this chapter to any game development middleware or technology framework. We'll be using mono C# in Unity3D for the demos mainly using the console to output data, and won't address much on the specific features of the Unity3D engine and the editor itself.

Game developers use probability to add a little uncertainty to the behaviors of AI characters, as well as to the wider game world. Randomness makes the artificial intelligence system less predictable and provides a more exciting, challenging, and fair experience.

In this chapter, we will look...

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