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Question by Bravini · Nov 29, 2010 at 02:13 AM · aipathfindingastar

AI (Prolog) programming on Unity

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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avatar image Bravini · Nov 30, 2010 at 01:10 AM 0
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vote up if the info was useful

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Answer by Bravini · Nov 29, 2010 at 02:35 AM

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

http://gpwiki.org/index.php/Language_Agnostic

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avatar image TowerOfBricks · Dec 17, 2010 at 02:02 PM 1
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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.

avatar image Bravini · Dec 17, 2010 at 04:59 PM 0
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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

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