Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe - Unity 4.X Game AI Programming

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Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe - Unity 4.X Game AI Programming

Unity 4.X Game AI Programming

Год: 2013

Автор: Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe

Жанр: Game Development, Unity

Издательство: PACT Publishing

ISBN: 1849693404

Язык: Английский

Формат: PDF

Качество: Изначально компьютерное (eBook)

Количество страниц: 232

Описание: What you will learn from this book

Building finite state machines (FSMs)

Implementing a sensory system

Applying flocking behavior for a crowd

Executing your own A* pathfinding algorithm in Unity3D

Applying random and probability techniques in a betting game

Using the Unity3D pro feature, navigation graphs, for path finding

Learning about behavior trees and the Behave plugin

Implementing a racing game AI through the final chapter project

In Detail

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, we’ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we’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.

Approach

Preface

Chapter 1: Introduction to AI

Chapter 2: Finite State Machines

Chapter 3: Random and Probability

Chapter 4: Implementing Sensors

Chapter 5: Flocking

Chapter 6: Path Following and Steering Behaviors

Chapter 7: A* Pathfinding

Chapter 8: Navigation Mesh

Chapter 9: Behavior Trees

Chapter 10: Putting It All Together

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