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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

Summary

In this chapter, we dug into how a behavior tree works, and then we looked at each individual type of node that can make up a behavior tree. We also learned the different scenarios where some nodes would be more helpful than others. After looking at some off-the-shelf solutions available in the Unity asset store, we applied this knowledge by implementing our own basic behavior tree framework in C# and explored its inner workings. With the knowledge and the tools out of the way, we created a sample behavior tree using our framework to test the concepts learned throughout the chapter. We then went on to explore the implementation of HomeRock, a sample card game that showcases an AI opponent. This knowledge prepares us to harness the power of behavior trees in games and take our AI implementations to the next level.

In the next chapter, Chapter 7, Using Fuzzy Logic to Make...

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