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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

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, we need an FSM plan. We are interested only in connecting the FSM to the existing game for this demo, 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 straightforward:

  1. The AI tank starts in the Patrol state and wanders around the previously defined patrolling points.
  2. Then, if the players get in range, the tank switches to the Attack state.
  3. In the Attack state, the tank turns toward the player and starts shooting at it.
  4. Finally, if we are in the Attack state and the players leave the AI's range, the tank will return to the Patrol state.

Figure 12.8 – The simple FSM for the enemy tanks

For the implementation...

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