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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

By : Dr. Davide Aversa , Aung Sithu Kyaw, Peters
4.3 (3)
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Unity Artificial Intelligence Programming

Unity Artificial Intelligence Programming

4.3 (3)
By: Dr. Davide Aversa , Aung Sithu Kyaw, Peters

Overview of this book

Developing Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the 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 your game's worlds and characters. 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 features related to game AI in Unity. Further on, you'll learn how to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM). Next, you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You'll then learn how to implement simple ?ocks and crowd dynamics, which are key AI concepts in Unity. Moving on, you'll learn how to implement a behavior tree through a game-focused example. Lastly, you'll apply all the concepts in the book to build a popular game.
Table of Contents (13 chapters)
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Preface

This book is meant to help you to incorporate various Artificial Intelligence (AI) techniques into your games. We will discuss decision techniques such as Finite State Machines (FSMs) and behavior trees. We will also look at movement, obstacle avoidance, and flocking. We also show how to follow a path, how to create a path using the A* pathfinding algorithm, and then how to reach a destination using a navigation mesh. As a bonus, we will go into detail about randomness and probability, and then incorporate these ideas into a final project.

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