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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

Using the resulting crisp data

The data output from a fuzzy controller can then be plugged into a behavior tree or a finite state machine. Of course, we can also combine multiple controllers' output to make decisions. In fact, we can take a whole bunch of them to achieve the most realistic or interesting result (as realistic as a magic-using wizard can be, anyway).

The following figure illustrates a potential set of fuzzy logic controllers it can be used to determine whether or not to cast the heal spell:

We've looked at the health question already, but what about the rest? We have another set of questions that really don't mean much to our agent on their own:

Do you have enough mana? Well, you can have a little bit of mana, some mana, or a lot of mana. It would not be uncommon for a human player to ask this question as they choose to cast a magic spell in a game...

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