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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 how to use Perlin noise

Perlin noise is an algorithm to define digital noise developed by Ken Perlin in 1983. It quickly became the de facto algorithm to generate natural-looking patterns in a considerable number of procedural content generation algorithms. For example, Perlin noise is used to create 3D landscapes, 2D textures, procedural animations, and much more.

Figure 10.3 – The difference between Perlin noise (left) and white noise (right)

But what makes Perlin noise different from other noises? The short answer is that it looks more natural. This answer, however, just changes the question into what does it mean to be more natural? Let's imagine standard non-Perlin noise, for instance, a sequence of random numbers between 0 and 1. The sequence may be something like 0, 0.9, 0.2, 0.3, 0.95, and so on.

As you can see, the numbers can jump up and down without any criteria. If these numbers represent the position of a character in the...

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