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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

Revisiting the A* algorithm

Let's review the A* algorithm again, before we proceed to implement it in the next section. The foundation of any pathfinding algorithm is a representation of the world. Pathfinding algorithms cannot search over the noisy structure of polygons in the game map; instead, we need to provide them with a simplified version of the world in which we identify the locations that can be traversed by the agent, and the ones that are inaccessible.

There are many ways of doing this; however, for this example, we will use one of the most straightforward solutions: a 2D grid. Therefore, we will implement the GridManager class in order to convert the real map into a 2D tile representation. The GridManager class keeps a list of Node objects, representing a single tile in the 2D grid. Of course, we need to implement the Node class too: this class stores node information...

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