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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

By : Dr. Davide Aversa
4.8 (4)
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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

4.8 (4)
By: Dr. Davide Aversa

Overview of this book

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.
Table of Contents (17 chapters)
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1
Part 1:Basic AI
6
Part 2:Movement and Navigation
11
Part 3:Advanced AI

Understanding Procedural Content Generation in games

As discussed in the introduction, we are refering to all the algorithms that can generate game content at runtime with PCG algorithms. A PCG algorithm may create the level design, weapons, graphical assets, musical themes, enemies, NPCs, characters' backstories, and whatever else you set your mind on. If you think about any element in a game, there is a chance that there is at least one game that attempted to generate it procedurally. But why should you?

Nowadays, PCG has become a synonym of random for the general public. Many games advertise having procedurally generated levels as a way of saying that they offer thousands of different levels that change at every playthrough. While PCG may indicate some process of causality, it is worth noting that that's just part of the PCG landscape (even if, probably, the most marketable). More properly, PCG is the opposite of randomness: it is an algorithm that very deterministically...

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