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Unity 2017 Game AI Programming: Leverage the power of Artificial Intelligence to program smart entities for your games

โœ Scribed by Aversa, Davide;Barrera, Raymundo


Publisher
Packt Publishing
Year
2018
Tongue
English
Leaves
247
Edition
3rd edition
Category
Library

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โœฆ Synopsis


Cover; Title Page; Copyright and Credits; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: The Basics of AI in Games; Creating the illusion of life; Neural Networks; Leveling up your game with AI; Using AI in Unity; Defining the agent; Finite State Machines; Seeing the world through our agent's eyes; Path following and steering; Dijkstra's algorithm; Using A Pathfinding; IDA Pathfinding; Using Navigation Mesh; Flocking and crowd dynamics; Behavior trees; Thinking with fuzzy logic; Summary; Chapter 2: Finite State Machines and You; Finding uses for FSMs.;Whether you are developing traditional, serious, educational, or any other kind of game, understanding how to apply artificial intelligence can take the fun-factor to the next level! This book will not only uncover the newly released features in Unity 2017 but also teach you how to implement it in your game. Moreover, you will be working with ...

โœฆ Table of Contents


Cover
Title Page
Copyright and Credits
Packt Upsell
Contributors
Table of Contents
Preface
Chapter 1: The Basics of AI in Games
Creating the illusion of life
Neural Networks
Leveling up your game with AI
Using AI in Unity
Defining the agent
Finite State Machines
Seeing the world through our agent's eyes
Path following and steering
Dijkstra's algorithm
Using A Pathfinding
IDA
Pathfinding
Using Navigation Mesh
Flocking and crowd dynamics
Behavior trees
Thinking with fuzzy logic
Summary
Chapter 2: Finite State Machines and You
Finding uses for FSMs. Creating state machine behaviorsCreating the AnimationController asset
Layers and parameters
The animation controller inspector
Bringing behaviors into the picture
Creating our very first state
Transitioning between states
Setting up our player tank
Creating the enemy tank
Choosing transitions
Making the cogs turn
Setting conditions
Driving parameters via code
Making our enemy tank move
Testing
Summary
Chapter 3: Implementing Sensors
Basic sensory systems
Cone of sight
Hearing, feeling, and smelling using spheres
Expanding AI through omniscience. Getting creative with sensingSetting up the scene
Setting up the player tank and aspect
Implementing the player tank
Implementing the Aspect class
Creating an AI character
Using the Sense class
Giving a little perspective
Touching is believing
Testing the results
Summary
Chapter 4: Finding Your Way
Following a path
The path script
Using the path follower
Avoiding obstacles
Adding a custom layer
Obstacle avoidance
A Pathfinding
Revisiting the A
algorithm
Implementation
The Node class
Establishing the priority queue
Setting up our grid manager. Diving into our A implementationImplementing a TestCode class
Testing it in the sample scene
Testing all the components
A
vs IDA*
Navigation mesh
Inspecting our map
Navigation Static
Baking the navigation mesh
Using the NavMesh agent
Setting a destination
Making sense of Off Mesh Links
Summary
Chapter 5: Flocks and Crowds
Learning the origins of flocks
Understanding the concepts behind flocks and crowds
Using the Reynolds algorithm
Implementing the FlockController
The flock target
The scene layout
Using crowds
Implementing a simple crowd simulation. Using the CrowdAgent componentAdding some fun obstacles
Summary
Chapter 6: Behavior Trees
Learning the basics of behavior trees
Understanding different node types
Defining composite nodes
Understanding decorator nodes
Describing the leaf node
Evaluating the existing solutions
Implementing a basic behavior tree framework
Implementing a base Node class
Extending nodes to selectors
Moving on to sequences
Implementing a decorator as an inverter
Creating a generic action node
Testing our framework
Planning ahead
Examining our scene setup
Exploring the MathTree code.

โœฆ Subjects


Computers--Computer Graphics;Computers--Programming--Games;Computers--Programming Languages--C#;Games development & programming;Graphical & digital media applications;Programming & scripting languages: general;Electronic books;Computers -- Computer Graphics;Computers -- Programming Languages -- C#;Computers -- Programming -- Games


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