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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
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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

FSM with probability

We discussed FSM in Chapter 2, Finite State Machines, using both simple switch statements and the FSM framework. The decision to choose which state to execute was purely based on the true or false value of a given condition. Cast your mind back to the following FSM of our AI-controlled tank entity:

Tank AI FSM

To make the AI more interesting, and a little bit unpredictable, we can give our tank entity some options to choose from, instead of doing the same thing whenever a certain condition is met. For example, in our earlier FSM, our AI tank would always chase the player tank once the player was in its line of sight. Instead, we can split the player on sight transaction in order to connect a new state, Flee. How can the AI decide which state to move to? Randomly, of course:

FSM using probability

As shown in the preceding diagram, instead of chasing every...

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