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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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Table of Contents (13) Chapters Close

Preface 1. Introduction to AI 2. Finite State Machines FREE CHAPTER 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

Flocking

In the early summer evenings, you have probably seen flocks of birds flying in the sky. You have probably noted how they seem to move as a single living object: they all move in a particular direction, turn around, and grow and shrink. In games, a flocking system aims to replicate this behavior: we want to implement an algorithm to move many objects as an organic group.

In games, we call each element of a flock a boid. To implement a flocking behavior, we do not need to tell each boid what to do; instead, all we need to do is implement a few rules for each boid to follow so that they can flock on their own. In fact, flocking is an excellent example of emergent behavior: each boid reacts exclusively to its neighbor's behaviors; nevertheless, the flock seems to move as if someone were coordinating it.

In this chapter, we will learn what these rules are and how to implement...

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