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  • Book Overview & Buying Unity 2017 Game AI Programming - Third Edition
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Unity 2017 Game AI Programming - Third Edition

Unity 2017 Game AI Programming - Third Edition

2.8 (4)
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Unity 2017 Game AI Programming - Third Edition

Unity 2017 Game AI Programming - Third Edition

2.8 (4)

Overview of this book

Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating your game's worlds and characters. This third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.
Table of Contents (10 chapters)
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Behavior Trees

Behavior trees (BTs) have been gaining popularity among game developers very steadily. Over the last decade, BTs have become the pattern of choice for many developers when it comes to implementing behavioral rules for their AI agents. Games such as Halo and Gears of War are among the more famous franchises to make extensive use of BTs. An abundance of computing power in PCs, gaming consoles, and mobile devices has made them a good option for implementing AI in games of all types and scopes.

In this chapter, we will cover the following topics:

  • The basics of a behavior tree
  • The benefits of using existing behavior tree solutions
  • How to implement our own behavior tree framework
  • How to implement a basic tree using our framework

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