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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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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

Behavior Trees

In a previous 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 very intuitive, but they have a fatal flaw: it is very hard to make them scale once states and transitions start getting numerous. For example, imagine a character that behaves differently depending on the amount of health and mana it has (high, medium, and low); we have a state when both health and mana are high, one in which, health is medium and, mana high, one in which they are both medium, and so on. In total, we have nine states just for that. 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, Behavior...

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