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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

Chapter 4: Implementing Sensors

As we discussed in the previous chapter, a character AI system needs to be aware of its surrounding environment. For example, Non-Player Characters (NPCs) need to know where the obstacles are, the direction the player is looking, whether they are in the player's sight, and a lot more. The quality of the AI of our NPCs depends, for the most part, on the information they can get from the environment. Sensor mistakes are apparent to the player: we've all experienced playing a video game and laughing at an NPC that clearly should have seen us, or, on the other hand, been frustrated because an NPC spotted us from behind a wall.

Video game characters usually get the input information required by their underlying AI decision-making algorithms from sensory information. For simplicity, in this chapter, we will consider sensory information as any kind of data coming from the game world. If there's not enough information, characters might show...

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