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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

Summary

So, we've reached the end. In this chapter, we took a few of the concepts covered in the book and applied them to create a small tank-defense game. We built upon the concept of finite state machines, which we originally covered in Chapter 2, Finite State Machines and You, and created an artificial intelligence to drive our enemy towers' behavior. We then enhanced the behavior by combining it with sensing and perception, and finally we implemented navigation via Unity's NavMesh feature to help our tank AI navigate through our maze-like level, through a gauntlet of autonomous AI towers with one thing on their simple AI minds: destroy!

As we conclude this book, take a moment and pat yourself on the back! We've covered a lot of ground, and covered a lot of topics. You've now learned about state machines, behavior trees, A*, fuzzy logic, and so much...

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