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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

Using an FSM framework

The FSM framework we're going to use here is adapted from the Deterministic Finite State Machine framework, based on Chapter 3.1 of Game Programming Gems 1 by Eric Dybsend. We'll only be looking at the differences between this FSM and the one we made earlier. For this reason, it is important that you follow the example code found in the Chapter02 folder of the book repository (https://github.com/PacktPublishing/Unity-Artificial-Intelligence-Programming-Fifth-Edition). In particular, we will look at the AdvancedFSM scene.

In this section, we will study how the framework works and how we can use this to implement our tank AI. AdvancedFSM and FSMState are the two main classes of our framework. So, let's take a look at them first.

The AdvancedFSM class

The AdvancedFSM class manages all the FSMState classes we've implemented and keeps them updated with the transitions and the current state. So, the first thing to do before using our framework...

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