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Unity 2017 Game AI Programming - Third Edition - Third Edition

You're reading from  Unity 2017 Game AI Programming - Third Edition - Third Edition

Product type Book
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Pages 254 pages
Edition 3rd Edition
Languages

Table of Contents (10) Chapters

Preface 1. The Basics of AI in Games 2. Finite State Machines and You 3. Implementing Sensors 4. Finding Your Way 5. Flocks and Crowds 6. Behavior Trees 7. Using Fuzzy Logic to Make Your AI Seem Alive 8. How It All Comes Together 9. Other Books You May Enjoy

Defining the agent

Before jumping into our first technique, we should be clear on a key term you'll see used throughout the book—the agent. An agent, as it relates to AI, is our artificially intelligent entity. When we talk about our AI, we're not specifically referring to a character, but an entity that displays complex behavior patterns, which we can refer to as non-random, or in other words, intelligent. This entity can be a character, creature, vehicle, or anything else. The agent is the autonomous entity, executing the patterns and behaviors we'll be covering. With that out of the way, let's jump in.

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Unity 2017 Game AI Programming - Third Edition - Third Edition
Published in: Jan 2018 Publisher: Packt ISBN-13: 9781788477901
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