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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

Flocking and crowd dynamics

In nature, we can observe what we refer to as flocking behavior in several species. Flocking simply refers to a group moving in unison. Schools of fish, flocks of sheep, and cicada swarms are fantastic examples of this behavior. Modeling this behavior using manual means, such as animation, can be very time-consuming and is not very dynamic. In Chapter 5, Flocks and Crowds, we'll explore a dynamic and programmatic approach to modeling this behavior in a believable way, using a simple set of rules that will drive the behavior of the group and each individual in a group relative to its surroundings.

Similarly, crowds of humans, be it on foot or in vehicles, can be modeled by representing the entire crowd as an entity rather than trying to model each individual as its own agent. Each individual in the group only really needs to know where the group is heading and what their nearest neighbor is up to in order to function as part of the system.

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