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Unity 2017 Game AI Programming - Third Edition

You're reading from   Unity 2017 Game AI Programming - Third Edition Leverage the power of Artificial Intelligence to program smart entities for your games

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Product type Paperback
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Length 254 pages
Edition 3rd Edition
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Author (1):
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Raymundo Barrera Raymundo Barrera
Author Profile Icon Raymundo Barrera
Raymundo Barrera
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Table of Contents (10) Chapters Close

Preface 1. The Basics of AI in Games FREE CHAPTER 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Summary

So, we've reached the end. In this chapter, we took a few of the concepts covered in the book and applied them to create a small tank-defense game. We built upon the concept of finite state machines, which we originally covered in Chapter 2, Finite State Machines and You, and created an artificial intelligence to drive our enemy towers' behavior. We then enhanced the behavior by combining it with sensing and perception, and finally we implemented navigation via Unity's NavMesh feature to help our tank AI navigate through our maze-like level, through a gauntlet of autonomous AI towers with one thing on their simple AI minds: destroy!

As we conclude this book, take a moment and pat yourself on the back! We've covered a lot of ground, and covered a lot of topics. You've now learned about state machines, behavior trees, A*, fuzzy logic, and so much...

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