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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

Understanding the concepts behind flocks and crowds

As with previous concepts, it's easiest to understand flocks and herds by relating them to the real-life behaviors they model. As simple as it sounds, these concepts describe a group of objects, or boids as they are called in artificial intelligence lingo, moving together as a group. The flocking algorithm gets its name from the behavior birds exhibit in nature, where a group of birds follow one another toward a common destination, mostly keeping a fixed distance from each other. The emphasis here is on the group. We've explored how single agents can move and make decisions on their own, but flocks are a relatively computationally efficient way of simulating large groups of agents moving in unison while modeling unique movement in each boid that doesn't rely on randomness or predefined paths.

The implementation...

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