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Unity 4.x Game AI Programming

โœ Scribed by Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe


Publisher
Packt Publishing
Year
2013
Tongue
English
Leaves
232
Category
Library

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No coin nor oath required. For personal study only.

โœฆ Synopsis


This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.
Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques.
This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, weโ€™ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then weโ€™ll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.
Game AI Scripting in Unity3d covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.


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