Unity artificial intelligence programming add powerful, believable, and fun AI entities in your game with the power of Unity 2018!

This fourth edition with Unity will help you break down AI into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts and feat...

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Bibliographic Details
Main Authors: Aversa, Davide, Kyaw, Aung Sithu (Author), Peters, Clifford (Author)
Format: eBook
Language:English
Published: Birmingham, UK Packt Publishing 2018
Edition:Fourth edition
Subjects:
Online Access:
Collection: O'Reilly - Collection details see MPG.ReNa
Table of Contents:
  • Design the Enemy Behavior
  • Implement the Nodes
  • Building the Tree
  • Attach the BT to the Enemy
  • Summary
  • External Resources
  • Machine Learning in Unity
  • The Unity Machine Learning Agents Toolkit
  • How to install the ML-Agents Toolkit
  • Installing Python and TensorFlow on Windows
  • Installing Python and TensorFlow on macOS and Unix-like systems
  • Using the ML-Agents Toolkit - a basic example
  • Creating the scene
  • Implementing the code
  • Adding the final touches
  • Training a Brain object
  • Training the agent
  • Summary
  • Further reading
  • Putting It All Together
  • Basic game structure
  • Adding automated navigation
  • Creating the NavMesh
  • Setting up the agent
  • Fixing the GameManager script
  • Creating decision-makingAI with FSM
  • Summary
  • Individual behavior
  • Controller
  • Alternative implementation
  • FlockController
  • Summary
  • Path-Following and Steering Behaviors
  • Following a path
  • Path script
  • Path-following agents
  • Avoiding obstacles
  • Adding a custom layer
  • Obstacle avoidance
  • Summary
  • A* Pathfinding
  • Revisiting the A* algorithm
  • Implementing the A* algorithm
  • Node
  • PriorityQueue
  • The GridManager class
  • The AStar class
  • The TestCode class
  • Setting up the scene
  • Testing the pathfinder
  • Summary
  • Navigation Mesh
  • Setting up the map
  • Navigation static
  • Baking the navigation mesh
  • NavMesh agent
  • Updating an agents' destinations
  • Scene with slope
  • Navigation areas
  • Off Mesh Links
  • Generated Off Mesh Links
  • Manual Off Mesh Links
  • Summary
  • Behavior Trees
  • Introduction to Behavior Trees
  • A simple example - patrolling robot
  • Implementing a BT in Unity with Behavior Bricks
  • Set up the scene
  • Implement a Day/Night cycle
  • Includes bibliographical references
  • To get the most out of this book
  • Get in touch
  • Introduction to AI
  • Artificial Intelligence (AI)
  • AI in games
  • AI techniques
  • Summary
  • Finite State Machines
  • The player's tank
  • Initialization
  • Shooting bullet
  • Controlling the tank
  • The Bullet class
  • Setting up waypoints
  • The abstract FSM class
  • The enemy tank AI
  • The Patrol state
  • The Chase state
  • The Attack state
  • The Dead state
  • Taking damage
  • Using an FSM framework
  • The AdvanceFSM class
  • The FSMState class
  • The state classes
  • The PatrolState class
  • The NPCTankController class
  • Summary
  • Randomness and Probability
  • Randomness in games
  • Definitions of probability
  • Character personalities
  • FSM with probability
  • Dynamic AI
  • Demo slot machine
  • Summary
  • Further reading
  • Implementing Sensors
  • Basic sensory systems
  • Scene setup
  • The player's tank and the aspect class
  • AI characters
  • Testing
  • Summary
  • Flocking
  • Basic flocking behavior