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Unity 5.x Game AI Programming Cookbook

You're reading from  Unity 5.x Game AI Programming Cookbook

Product type Book
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Pages 278 pages
Edition 1st Edition
Languages
Author (1):
Jorge Palacios Jorge Palacios
Profile icon Jorge Palacios

Table of Contents (15) Chapters

Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Behaviors – Intelligent Movement 2. Navigation 3. Decision Making 4. Coordination and Tactics 5. Agent Awareness 6. Board Games AI 7. Learning Techniques 8. Miscellaneous Index

Creating awareness in a stealth game


Now that we know how to implement sensory-level algorithms, it's time to see how they could be taken into account in order to develop higher-level techniques for creating agent awareness.

This recipe is based on the work of Brook Miles and its team at Klei Entertainment for the game, Mark of the Ninja. The mechanism moves around the notion of having interest sources that can be seen or heard by the agents, and a sensory manager handling them.

Getting ready

As a lot of things move around the idea of interests, we'll need two data structures for defining an interest's sense and priority, and a data type for the interest itself.

This is the data structure for sense:

public enum InterestSense
{
    SOUND,
    SIGHT
};

This is the data structure for priority:

public enum InterestPriority
{
    LOWEST = 0,
    BROKEN = 1,
    MISSING = 2,
    SUSPECT = 4,
    SMOKE = 4,
    BOX = 5,
    DISTRACTIONFLARE = 10,
    TERROR = 20
};

The following is the interest data type...

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