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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

Implementing a basic behavior tree framework

While a fully-fledged implementation of a behavior tree with a GUI and its many node types and variations is outside the scope of this book, we can certainly focus on the core principles to get a solid grasp of what the concepts we've covered in this chapter look like in action. Provided with this chapter is the basic framework for a behavior tree. Our example will focus on simple logic to highlight the functionality of the tree, rather than muddy up the example with complex game logic. The goal of our example is to make you feel comfortable with what can seem like an intimidating concept in game AI, and give you the necessary tools to build your own tree and expand upon the provided code if you do so.

Implementing a base Node class...

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