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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

Introduction to BTs

A BT is a hierarchical tree of nodes that controls the AI character's behavior flow. It can also be used to coordinate groups of characters (for example, to model the attack pattern of a small platoon), or even disembodied agents such as an AI story director.

When we execute a BT's node, the node can return three states: success, failure, or running (if the node's execution is spread over multiple frames, for instance, if it plays an animation). When the BT executor runs a tree, it starts from the root and executes every node in order, according to rules written in the nodes themselves.

A node can be of three types:

  • A task (a node without children), also called a leaf.
  • A decorator (a node with a single child)
  • A composite (a node with multiple children)

In general, leaves represent the Action that the characters can do or know (that is why they are commonly called an Action or Task); they may be actions such as GoToTarget...

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