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Unity 2017 Game AI Programming - Third Edition
Unity 2017 Game AI Programming - Third Edition

Unity 2017 Game AI Programming - Third Edition: Leverage the power of Artificial Intelligence to program smart entities for your games , Third Edition

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Unity 2017 Game AI Programming - Third Edition

Finite State Machines and You

In this chapter, we'll expand our knowledge of the FSM pattern and its uses in games and learn how to implement it in a simple Unity game. We will create a tank game with the sample code that comes with this book. We'll be dissecting the code and the components in this project. The topics we'll cover are as follows:

  • Understanding Unity's state machine features
  • Creating our own states and transitions
  • Creating a sample scene using examples

Unity 5 introduced state machine behaviors, which are a generic expansion of the Mecanim animation states that were introduced in the 4.x cycle. These new state machine behaviors, however, are independent of the animation system, and we will learn to leverage these new features to quickly implement a state-based AI system.

In our game, the player will be able to control a tank. The enemy tanks...

Technical Requirements

Finding uses for FSMs

Although we will primarily focus on using FSMs to implement AI in our game to make it more fun and interesting, it is important to point out that FSMs are widely used throughout game and software design and programming. In fact, the system in Unity 2017 that we'll be using was first introduced in the Mecanim animation system.

We can categorize many things into states in our daily lives. The most effective patterns in programming are those that mimic the simplicity of real-life designs, and FSMs are no different. Take a look around and you'll most likely notice a number of things in one of any number of possible states. For example, is there a light bulb nearby? A light bulb can be in one of two states—on or off (so long as we're not talking about one of those fancy dimming lights). Let's go back to grade school for a moment and...

Creating state machine behaviors

Now that we're familiar with the concept of a state machine, let's get our hands dirty and start implementing our very own.

As of Unity 2017.1, state machines are still part of the animation system, but worry not, they are flexible and no animations are actually required to implement them. Don't be alarmed or confused if you see code referencing the Animator component or the AnimationController asset as it's merely a quirk of the current implementation. It's possible that Unity will address this in a later version, but the concepts will likely not change.

Let's fire up Unity, create a new project, and get to it.

Creating the AnimationController asset

The AnimationController...

Setting up our player tank

Open up the sample project included with this book for this chapter.

It is a good idea to group similar assets together in your project folder to keep them organized. For example, you can group your state machines in a folder called StateMachines. The assets provided for this chapter are grouped for you already, so you can drop the assets and scripts you create during this chapter into the corresponding folder.

Creating the enemy tank

Let's go ahead and create an animator controller in your assets folder. This will be your enemy tank's state machine. Call it EnemyFsm.

This state machine will drive the tank's basic actions. As described earlier in our example, the enemy can patrol, chase, and shoot the player. Let's go ahead and set up our state machine. Select the EnemyFsm asset and open up the Animator window.

Now, we'll go ahead and create three empty states that will conceptually and functionally represent our enemy tank's states. Name them Patrol, Chase, and Shoot. Once they are created and named, we'll want to make sure we have the correct default state assigned. At the moment, this will vary depending on the order in which you created and named the states, but we want the Patrol state to be the default state, so right-click on it and select Set...

Summary

In this chapter, we learned how to implement state machines in Unity 2017 using animator and controller-based state machines for what will be our tank game. We learned about state machine behaviors and transitions between states. With all of these concepts covered, we then applied the simple state machine to an agent, thus creating our first artificially intelligent entity!

In the next chapter, we'll continue to build our tank game and give our agent more complex methods for sensing the world around it.

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Key benefits

  • •Explore the brand-new Unity 2017 features that makes implementing Artificial Intelligence in your game easier than ever
  • •Use fuzzy logic concepts in your AI decision-making to make your characters more engaging
  • •Build exciting and richer games by mastering advanced Artificial Intelligence concepts such as Neural Networks

Description

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.

Who is this book for?

This book is intended for Unity developers with a basic understanding of C# and the Unity editor. Whether you're looking to build your first game or are looking to expand your knowledge as a game programmer, you will find plenty of exciting information and examples of game AI in terms of concepts and implementation.

What you will learn

  • • Understand the basic terminology and concepts in game AI
  • • Explore advanced AI Concepts such as Neural Networks
  • • Implement a basic finite state machine using state machine behaviors in Unity 2017
  • • Create sensory systems for your AI and couple it with a Finite State Machine
  • • Wok with Unity 2017 s built-in NavMesh features in your game
  • • Build believable and highly-efficient artificial flocks and crowds
  • • Create a basic behavior tree to drive a character s actions

Product Details

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Publication date, Length, Edition, Language, ISBN-13
Publication date : Jan 11, 2018
Length: 254 pages
Edition : 3rd
Language : English
ISBN-13 : 9781788393294
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Unity Technologies
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Product Details

Publication date : Jan 11, 2018
Length: 254 pages
Edition : 3rd
Language : English
ISBN-13 : 9781788393294
Vendor :
Unity Technologies
Languages :
Tools :

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Table of Contents

9 Chapters
The Basics of AI in Games Chevron down icon Chevron up icon
Finite State Machines and You Chevron down icon Chevron up icon
Implementing Sensors Chevron down icon Chevron up icon
Finding Your Way Chevron down icon Chevron up icon
Flocks and Crowds Chevron down icon Chevron up icon
Behavior Trees Chevron down icon Chevron up icon
Using Fuzzy Logic to Make Your AI Seem Alive Chevron down icon Chevron up icon
How It All Comes Together Chevron down icon Chevron up icon
Other Books You May Enjoy Chevron down icon Chevron up icon

Customer reviews

Rating distribution
Full star icon Full star icon Half star icon Empty star icon Empty star icon 2.8
(4 Ratings)
5 star 25%
4 star 25%
3 star 0%
2 star 0%
1 star 50%
Cara May 25, 2018
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I had no issue setting up my project and all the assets provided with the project worked just fine.This book is very easy to understand, and the concepts clearly described. I especially like how fun some of the projects were to do.This book did a great job of articulating the basics of game ai.Thanks for the help!
Amazon Verified review Amazon
Joe Jun 18, 2018
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
This is definitely one of the better books I've found that provide an introduction to AI concepts in Unity. I felt that the samples were easy to understand but not so simple that I gained no practical knowledge. However, if you are new to Unity or C# then this is likely not a good book to pick up, as it gets into concepts that require more than a basic understanding of both.Pros:• Easy to read & understand, if you have a decent understanding of C# & Unity fundamentals• Nice balance of theory, simple examples & practical applications• Covers multiple AI approaches & techniquesCons:• There are several typos, spelling errors, and consistency issues with screenshots, notably switching between dark & light UI• Chapter 2, FSMs with Animation controllers fell a little flat for me & didn't really provide much value• I would have liked more detail or more robust examples in some areas, notably behavior trees• The code could be optimized a bit more without losing readabilityNOTE: The physical & Pakt supplied ePub version of this book are great, but the Kindle version has many, many formatting errors, often to the point of making it very hard to follow. Examples are missing line breaks, broken or no code indentation, bullet points being collapsed into a single, incorrectly punctuated "paragraph". I wound up returning the kindle version and picking up the ePub version directly from Pakt.
Amazon Verified review Amazon
Jim Hardy Jun 12, 2018
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
Yes I'm with you Jesse. Chapter 2 only tells you about how to setup the substate machine via the Animator and the code behind for it. At the end of the chapter it tells you to test it. Test what? There's nothing on the scene in Unity, where were the instructions for that?At least the accompanying Unity project works and can be used as a reference, or was this the point all along...
Amazon Verified review Amazon
Jesse Chunn Mar 04, 2018
Full star icon Empty star icon Empty star icon Empty star icon Empty star icon 1
I have been programming for 20 years. I have been programming with C# since it first came out. I have limited experience with Unity, but have read a couple of books on it and have implemented a basic FPS "game" level with an animated "robot" NPC. I got this book with the idea of learning how to get my animated robot to walk around and do basic things like "patrol" and "attack".This book is terrible. Well, actually, I should say Chapter 2 is terrible, since that is as far as I got. In chapter 2 the wheels fall off. It references opening a "project" that the book claims is supplied with the companion downloads, but the only project is a Visual Studio C# solution... No Unity project or scene. It then references assets that it says you imported earlier, but you were never told to import those assets or which assets to import. It then (once I figured out what assets to import and how to import them) references those assets at early stages of development, even though they are provided already completed, so you can't follow along. Bottom line, you MUST have the companion downloads to follow along in the book or the book makes no sense, and the companion downloads are not in sync with what the book is saying, and the book is inconsistent with itself because it talks about things you "did" but it never told you to do.For example, it tells you to drag a "tank" asset onto the scene, although you never were told to drag the "environment" asset onto the scene, so the tank is just floating around in mid-air.There are lots of better books on this topic out there, and in fact you can find better information for free all over the Internet.Worst of all, this book is very expensive compared to other books on the subject.This book was never given a "test run" by the authors or an editor or these issues would have easily been discovered. This is a sad case of rushed publishing to make a quick buck. It is a shame too, because if it were done right it probably would have been a good book.Skip this one.
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