Search icon
Arrow left icon
All Products
Best Sellers
New Releases
Books
Videos
Audiobooks
Learning Hub
Newsletters
Free Learning
Arrow right icon
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

Seeing the world through our agent's eyes

In order to make our AI convincing, our agent needs to be able to respond to the events around him, the environment, the player, and even other agents. Much like real living organisms, our agent can rely on sight, sound, and other "physical" stimuli. However, we have the advantage of being able to access much more data within our game than a real organism can from their surroundings, such as the player's location, regardless of whether or not they are in the vicinity, their inventory, the location of items around the world, and any variable you chose to expose to that agent in your code:

In the preceding diagram, our agent's field of vision is represented by the cone in front of it, and its hearing range is represented by the grey circle surrounding it:

Vision, sound, and other senses can be thought of, at their most essential level, as data. Vision is just light particles, sound is just vibrations, and so on. While we don't need to replicate the complexity of a constant stream of light particles bouncing around and entering our agent's eyes, we can still model the data in a way that produces believable results.

As you might imagine, we can similarly model other sensory systems, and not just the ones used for biological beings such as sight, sound, or smell, but even digital and mechanical systems that can be used by enemy robots or towers, for example sonar and radar.

If you've ever played Metal Gear Solid, then you've definitely seen these concepts in action—an enemy's field of vision is denoted on the player's mini map as cone-shaped fields of view. Enter the cone and an exclamation mark appears over the enemy's head, followed by an unmistakable chime, letting the player know that they've been spotted.

You have been reading a chapter from
Unity 2017 Game AI Programming - Third Edition - Third Edition
Published in: Jan 2018 Publisher: Packt ISBN-13: 9781788477901
Register for a free Packt account to unlock a world of extra content!
A free Packt account unlocks extra newsletters, articles, discounted offers, and much more. Start advancing your knowledge today.
Unlock this book and the full library FREE for 7 days
Get unlimited access to 7000+ expert-authored eBooks and videos courses covering every tech area you can think of
Renews at €14.99/month. Cancel anytime}