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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

Summary

In this chapter, we learned how to implement flocking behaviors in two ways. First, we examined and learned how to implement a basic flocking algorithm using nothing other than our scripts. Next, we implemented the same algorithm using Unity's Rigidbody component to control the boid's movement and Sphere Collider to avoid collision with other boids.

In our example, we always referred to boids as bird-like entities. However, we can use flocking for a lot of other applications: fishes swimming in the sea, sheep grazing on a plane, a swarm of insects, and even groups of people walking on the street can show a flocking behavior. To adapt the algorithm to different scenarios, we just need to change the values of the flocking rules, and eventually, lock the movement to a plane.

In the next chapter, we, go beyond random movement and take a look at how to follow a specific...

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