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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

Testing our framework

The framework that we just reviewed is nothing more than this. It provides us with all the functionality we need to make a tree, but we have to make the actual tree ourselves. For the purposes of this book, a somewhat manually constructed tree is provided.

Planning ahead

Before we set up our tree, let's look at what we're trying to accomplish. It is often helpful to visualize a tree before implementing it. Our tree will count up from zero to a specified value. Along the way, it will check whether certain conditions are met for that value and report its state accordingly. The following diagram illustrates the basic hierarchy for our tree:

For our tests, we will use a three-tier tree, including...

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