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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!

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Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
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Authors (3):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Clifford Peters Clifford Peters
Author Profile Icon Clifford Peters
Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 2. Finite State Machines 3. Randomness and Probability 4. Implementing Sensors 5. Flocking 6. Path-Following and Steering Behaviors 7. A* Pathfinding 8. Navigation Mesh 9. Behavior Trees 10. Machine Learning in Unity 11. Putting It All Together 12. Other Books You May Enjoy

Putting It All Together

Over the previous nine chapters, we've looked at various AI techniques and built some simple demo applications using Unity3D. This is the final chapter in our book, in which we'll apply some of those techniques to a more complex game example. The techniques we'll be using in this chapter include navigation meshes and finite-state machines (FSMs), but, more importantly, we will learn how to navigate and add AI into a pre-existing complex game. So, unlike the other chapters, this is a much more of a real-world scenario.

In this chapter, we'll add AI to a simple tank combat game. The game we'll start with is based on the TANKS! official Unity tutorial, which was in turn inspired by a historic tank game called Combat for the Atari 2600. In its default version, this is a straightforward multiplayer game. Each player takes control of...

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