Game Development Reference
In-Depth Information
Basic Artificial Intelligence
Artificial Intelligence(AI) is a term banded around most game systems and is a general
bucket for several techniques for machine-based learning systems. Its sole aim is to fool the
user/player into believing that the system is behaving like any living being, mainly to chal-
lenge the player in head-to-head battles or helpful supporting characters.
Some systems used to achieve this are as follows:
Path-finding : This helps AI-controlled entities navigate through levels to a specif-
ic destination
Flocking : This orders how multiple AI entities will relate to each other within a
given area
State machines : These are fixed and basic sensor-driven intelligence to drive AI
actions.
Rule-based expert systems : These are the defined logic systems for an AI entity
to derive action from and aid decision making
Neural networks : These are advanced learning networks for AI entities, typically
used to predict the performance of the AI and also understand the predictable beha-
vior of opponents
AI algorithms (reinforced learning / simulated annealing / genetic calculations):
These are many different ways to reinforce neural networks and decision engines
for better predictable behavior
The area of AI can be a very complicated minefield. It is often seen by some as a "nice
thing to have"; however, getting it right is a very long and drawn out task no matter the size
of the project.
My advice, especially if you are just starting out, is to lean on existing implementations
either through the asset store or the Unity wiki to begin with and learn from there. The
whole subject of AI has spawned numerous topics and entire sites such as ht-
tp://aigamedev.com/ (a fantastic general resource).
Start simple and move from there. For the purposes of this topic and the RPG game, we
will focus on a simple state machine implementation using basic sensors to help drive the
AI.
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