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Making enemies follow the player, find the best route (pathfinding) and other kinds of behaviour can be done with known algorithms like genetic algorithms, A* (A star), flowshop, etc, usually using prolog. Is there a way to use prolog programmation to make AIs on Unity?
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It is possible using a compiler and a prolog program, such as P# and other (references below). Some material to make better artificial intelligence and example codes: guide to prolog programming http://www.thefreecountry.com/documentation/onlineprolog.shtml http://www.allisons.org/ll/Logic/ prolog in C# http://sourceforge.net/projects/cs-prolog/ http://www.dcs.ed.ac.uk/home/jjc/psharp/psharp-1.1.3/dlpsharp.html ebook http://www.freebookzone.com/fetch.php?bkcls=misc&bkidx=3 http://www.freebookzone.com/fetch.php?bkcls=pl_other&bkidx=75 http://www.freebookzone.com/fetch.php?bkcls=misc&bkidx=34 A Star (A*) example http://www.pedroleonardo.com/blog/?p=119 http://www.unifycommunity.com/wiki/index.php?title=WaypointMaster http://www.policyalmanac.org/games/aStarTutorial.htm http://code.google.com/p/a-star-example/downloads/list Behave http://angryant.com/ Aron Granberg's pathfinding http://www.arongranberg.com/unity/a-pathfinding/ unity fps tutorial (includes a working enemy with simple AI implemented) http://unity3d.com/support/resources/tutorials/fps-tutorial-part1 Just want to point out the the Unity FPS tutorial doesn't actually have A* implemented, the robots attack on sight and walks to random waypoints, they don't use pathfinding.
Dec 17 '10 at 02:02 PM
TowerOfBricks
technically it have no heuristics, but the code is enough to cover most of the regular questions, as the robot walks to the closer node, also the status are well defined and easy to understand and modify, so anyway I changed the above text to be more precise
Dec 17 '10 at 04:59 PM
Bravini
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vote up if the info was useful