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Unity 2018 Artificial Intelligence Cookbook

You're reading from   Unity 2018 Artificial Intelligence Cookbook Over 90 recipes to build and customize AI entities for your games with Unity

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Product type Paperback
Published in Aug 2018
Publisher
ISBN-13 9781788626170
Length 334 pages
Edition 2nd Edition
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (12) Chapters Close

Preface 1. Behaviors - Intelligent Movement FREE CHAPTER 2. Navigation 3. Decision Making 4. The New NavMesh API 5. Coordination and Tactics 6. Agent Awareness 7. Board Games and Applied Search AI 8. Learning Techniques 9. Procedural Content Generation 10. Miscellaneous 11. Other Books You May Enjoy

Blending behaviors by weight

The blending techniques allow you to add behaviors and mix them without creating new scripts every time you need a new type of hybrid agent.

This is one of the most powerful techniques in this chapter, and it's probably the most widely-used behavior-blending approach because of its power and the low cost of implementation.

Getting ready

We must add a new member variable to our AgentBehaviour class called weight and preferably assign a default value. In this case, this is 1.0f. We should refactor the Update function to incorporate weight as a parameter for the Agent class's SetSteering function. All in all, the new AgentBehaviour class should look something like this:

public class AgentBehaviour : MonoBehaviour 
{ 
    public float weight = 1.0f; 
 
    // ... the rest of the class 
 
    public virtual void Update () 
    { 
        agent.SetSteering(GetSteering(), weight); 
   } 
}

How to do it...

We just need to change the SetSteering function's signature and definition:

public void SetSteering (Steering steering, float weight) 
{ 
    this.steering.linear += (weight * steering.linear); 
    this.steering.angular += (weight * steering.angular); 
} 

How it works...

The weights are used to amplify the steering behavior result, and they're added to the main steering structure.

There's more...

The weights don't necessarily need to add up to 1.0f. The weight parameter is a reference for defining the relevance that the steering behavior will have among other parameters.

See also

In this project, there is an example of avoiding walls, which is worked out using weighted blending.

You have been reading a chapter from
Unity 2018 Artificial Intelligence Cookbook - Second Edition
Published in: Aug 2018
Publisher:
ISBN-13: 9781788626170
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