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Unity Artificial Intelligence Programming - Fifth Edition

You're reading from  Unity Artificial Intelligence Programming - Fifth Edition

Product type Book
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Pages 308 pages
Edition 5th Edition
Languages
Author (1):
Dr. Davide Aversa Dr. Davide Aversa
Profile icon Dr. Davide Aversa

Table of Contents (17) Chapters

Preface Part 1:Basic AI
Chapter 1: Introduction to AI Chapter 2: Finite State Machines Chapter 3: Randomness and Probability Chapter 4: Implementing Sensors Part 2:Movement and Navigation
Chapter 5: Flocking Chapter 6: Path Following and Steering Behaviors Chapter 7: A* Pathfinding Chapter 8: Navigation Mesh Part 3:Advanced AI
Chapter 9: Behavior Trees Chapter 10: Procedural Content Generation Chapter 11: Machine Learning in Unity Chapter 12: Putting It All Together Other Books You May Enjoy

Summary

In this chapter, we explored the general background behind any BT implementation. We saw what a BT is, what its basic components are, and how can we use a BT to describe game character behavior. Then, we implemented a demo using a free plugin called Behavior Bricks. In the demo, we created the behavior for a simple scenario: the player and a patrolling robot. We also implemented a day/night cycle to spice up the scenario.

BTs are the cornerstones of modern AI for game characters. Implementation details and deeper examples would require a full book to explain them fully. Luckily, the web is full of resources for the curious reader.

Now, we will take a break from AI character design by looking at a different application of AI in games. In the next chapter, we will look at the fascinating field of procedural content generation.

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