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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

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Chapter 5: Flocking

During early summer evenings, you have probably seen flocks of birds flying in the sky. You have probably noted how they seem to move as a single living object: they all move in a particular direction, turn around, and grow and shrink. A flocking system aims to replicate this behavior in games: we want to implement an algorithm to move many objects as an organic group.

In games, we call each element of a flock a boid. To implement a flocking behavior, we do not need to equip each boid with a high-level complex decision-making system; instead, all we need to do is implement simple reactive rules for each boid that depend only on the state of the flock itself. Thus, flocking is an excellent example of emergent behavior: each boid reacts exclusively to its neighbor's behaviors; nevertheless, the flock seems to move as if someone were coordinating it.

In this chapter, we will learn what these rules are and how to implement them in Unity3D. We will implement...

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