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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

Finding the best-promising path with A*


The A* algorithm is probably the most-used technique for path finding, given its implementation simplicity, and efficiency, and because it has room for optimization. It's no coincidence that there are several algorithms based on it. At the same time, A* shares some roots with the Dijkstra algorithm, so you'll find similarities in their implementations.

Getting ready

Just like Dijkstra's algorithm, this recipe uses the binary heap extracted from the GPWiki. Also, it is important to understand what delegates are and how they work for. Finally, we are entering into the world of informed search; that means that we need to understand what a heuristic is and what it is for.

In a nutshell, for the purpose of this recipe, a heuristic is a function for calculating the approximate cost between two vertices in order to compare them to other alternatives and take the minimum-cost choice.

We need to add small changes to the Graph class:

  1. Define a member variable as delegate...

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