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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

Summary

In this chapter, we applied some of the AI techniques that we learned previously to our simple tanks combat game. We'd be able to apply some more techniques in a larger game scope, but in this short chapter, we reused the simple FSM framework that we built in Chapter 2, Finite State Machines, as well as Unity's built-in navigation meshes capabilities.

This example project is a very good starting point for exploring the AI techniques that we introduced in this book. There are many improvements that can be implemented, and I really encourage you to play a bit more with this demo, trying to improve the AI. There are several low-hanging fruit, so, here are my suggestions:

As a first exercise, you can increase the number of states, for instance, by adding a Chasing state in which the tank will actively look for the player. The structure is similar to the Attack state...

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