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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

HomeRock card game example

To further illustrate potential uses for BTs, let's take a look at the second example for this chapter included in the sample code. In the CardGame Unity scene, you'll find an implementation of a turn-based card game, where the player and the AI opponent have three different abilities: attack, heal, and defend. The user gets to pick which ability to use on their turn, and the AI will use a BT to decide which course of action to take. The game ends when a player reaches 0 hit points. The following image illustrates our game view:


Game screen for HomeRock—Heroes of Unity

As you can see here, the player can select their attack by clicking on one of the cards, which have been spruced up with some flavor text. The player's hit points are displayed in the lower-left corner, and the AI enemy's hit points are displayed in the top...

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