Unity Artificial Intelligence Programming - Fourth Edition
by Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters
What this book covers
Chapter 1, Introduction to AI, talks about what AI is and how it is used in games. Also, we talk about the various techniques used to implement AI into games.
Chapter 2, Finite State Machines, discusses a way of simplifying how we manage the decisions that AI needs to make. We use FSMs to determine how AI behaves in a particular state and how it transitions to other states.
Chapter 3, Randomness and Probability, discusses the basics behind probability and how to change the probability of a particular outcome. Then we look at how to add randomness to our game to make the AI less predictable.
Chapter 4, Implementing Sensors, looks at making our character aware of the world around them. With the ability of our characters ...
Become an O’Reilly member and get unlimited access to this title plus top books and audiobooks from O’Reilly and nearly 200 top publishers, thousands of courses curated by job role, 150+ live events each month,
and much more.
Read now
Unlock full access