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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 9: Behavior Trees

In a preceding chapter, we saw a basic but effective way to implement and manage character states and behaviors: finite state machines (FSMs). FSMs are simple to implement and intuitive, but they have a fatal flaw: it is tough to make them scale once there are many states and transitions. For example, imagine a character that behaves differently depending on its health and mana (high, medium, or low). We have a state in which both health and mana are high, one in which health is medium and mana is high, one in which they are both medium, and so on. In total, we have nine states just for those. If we add other conditions (such as player proximity, time of day, equipment, player's score, or whatever you may imagine), the number of states grows exponentially.

Luckily, we have a solution: behavior trees (BTs). In essence, BTs are just another way to visualize complex FSMs, but they are fast, provide reusability, and are easy to maintain. After their introduction...

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