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Unity Artificial Intelligence Programming - Fifth Edition

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"Developing artificial intelligence (AI) for game characters in Unity has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from basic techniques to cutting-edge machine learning-powered agents. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating game worlds and characters. The updated fifth edition of Unity Artificial Intelligence Programming starts by breaking down AI into simple concepts. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts and features related to game AI in Unity. As you progress, you'll learn how to implement a finite state machine (FSM) to determine how your AI behaves, apply probability and randomness to make games less predictable, and implement a basic sensory system. Later, you'll understand how to set up a game map with a navigation mesh, incorporate movement through techniques such as A* pathfinding, and provide characters with decision-making abilities using behavior trees. By the end of this Unity book, you'll have the skills you need to bring together all the concepts and practical lessons you've learned to build an impressive vehicle battle game."

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Geüpload op
2 augustus 2024
Aantal pagina's
315
Geschreven in
2022/2023
Type
Presentatie
Persoon
Onbekend

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Voorbeeld van de inhoud

,Contents
Preface
Part 1: Basic AI
Chapter 1: Introduction to AI
Understanding AI

AI in video games

AI techniques for video games

Finite state machines

Randomness and probability in AI

The sensor system

Flocking, swarming, and herding

Path following and steering

A* pathfinding

Navigation meshes

Behavior trees

Locomotion

Summary

Chapter 2: Finite State Machines
Technical requirements

Implementing the player's tank

Initializing the Tank object

,Shooting the bullet

Controlling the tank

Implementing a Bullet class

Setting up waypoints

Creating the abstract FSM class

Using a simple FSM for the enemy tank AI

The Patrol state

The Chase state

The Attack state

The Dead state

Taking damage

Using an FSM framework

The AdvancedFSM class

The FSMState class

The state classes

The NPCTankController class

Summary

Chapter 3: Randomness and Probability
Technical requirements

Introducing randomness in Unity

Randomness in computer science

The Unity Random class

, A simple random dice game

Learning the basics of probability

Independent and correlated events

Conditional probability

Loaded dice

Exploring more examples of probability in games

Character personalities

Perceived randomness

FSM with probability

Dynamically adapting AI skills

Creating a slot machine

A random slot machine

Weighted probability

A near miss

Summary

Further reading

Chapter 4: Implementing Sensors
Technical requirements

Basic sensory systems

Setting up our scene

The player's tank and the aspect class

The player's tank
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