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Unity 2017 Game AI Programming - Third Edition

You're reading from   Unity 2017 Game AI Programming - Third Edition Leverage the power of Artificial Intelligence to program smart entities for your games

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Product type Paperback
Published in Jan 2018
Publisher Packt
ISBN-13 9781788477901
Length 254 pages
Edition 3rd Edition
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Author (1):
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Raymundo Barrera Raymundo Barrera
Author Profile Icon Raymundo Barrera
Raymundo Barrera
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Table of Contents (10) Chapters Close

Preface 1. The Basics of AI in Games 2. Finite State Machines and You FREE CHAPTER 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 crowds

Crowd simulations are far less cut-and-dried. There really isn't any one way to implement them in a general sense. While not a strict definition, the term "crowd simulation" generally refers to simulating crowds of humanoid agents navigating an area while avoiding each other and the environment. Like flocks, the use of crowd simulations has been widely used in films. For example, the epic armies of Rohan, Gondor, and Mordor battling one another in The Lord of the Rings were completely procedurally generated using the crowd simulation software Massive, which was created for use in the film. While the use of crowd algorithms is not as widespread in video games as in films, certain genres rely on the concept more than others. Real-time strategy games often involve armies of characters moving in unison across the screen, and many sandbox games simulate...

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