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Unity 5.x Game AI Programming Cookbook电子书

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8人正在读 | 0人评论 9.8

作       者:Jorge Palacios

出  版  社:Packt Publishing

出版时间:2016-03-31

字       数:127.1万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques About This Book Empower your agent with decision making capabilities using advanced minimaxing and Negamaxing techniques Discover how AI can be applied to a wide range of games to make them more interactive. Instigate vision and hearing abilities in your agent through collider based and graph based systems Who This Book Is For This book is intended for those who already have a basic knowledge of Unity and are eager to get more tools under their belt to solve AI and gameplay-related problems. What You Will Learn Use techniques such as A*and A*mbush to empower your agents with path finding capabilities. Create a representation of the world and make agents navigate it Construct decision-making systems to make the agents take different actions Make different agents coordinate actions and create the illusion of technical behavior Simulate senses and apply them in an awareness system Design and implement AI in board games such as Tic-Tac-Toe and Checkers Implement efficient prediction mechanism in your agents with algorithms such as N-Gram predictor and na?ve Bayes classifier Understand and analyze how the influence maps work. In Detail Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. 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 practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one. Style and approach This recipe-based guide will take you through implementing various AI algorithms. Each topic is explained and placed among other related techniques, sometimes building on the knowledge from previous chapters. There are also references to more technical books and papers, so you can dig deeper if you want to.
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Unity 5.x Game AI Programming Cookbook

Table of Contents

Unity 5.x Game AI Programming Cookbook

Credits

About the Author

About the Reviewers

www.PacktPub.com

eBooks, discount offers, and more

Why subscribe?

Preface

What this book covers

What you need for this book

Who this book is for

Sections

Getting ready

How to do it…

How it works…

There's more…

See also

Conventions

Reader feedback

Customer support

Downloading the example code

Downloading the color images of this book

Errata

Piracy

Questions

1. Behaviors – Intelligent Movement

Introduction

Creating the behavior template

Getting ready

How to do it...

How it works...

There's more...

See also

Pursuing and evading

Getting ready

How to do it...

How it works...

Arriving and leaving

Getting ready

How to do it...

How it works...

Facing objects

Getting ready

How to do it...

How it works...

Wandering around

Getting ready

How to do it...

How it works...

Following a path

Getting ready

How to do it...

How it works...

There's more...

Avoiding agents

Getting ready

How to do it...

How it works...

There's more

Avoiding walls

Getting ready

How to do it...

How it works...

There's more...

See also

Blending behaviors by weight

Getting ready

How to do it...

How it works...

There's more...

See also

Blending behaviors by priority

Getting ready

How to do it...

How it works...

There's more...

See also

Combining behaviors using a steering pipeline

Getting ready

How to do it...

How it works...

There's more...

See also

Shooting a projectile

Getting ready

How to do it...

How it works...

There's more...

See also

Predicting a projectile's landing spot

Getting ready

How to do it...

How it works...

There's more...

Targeting a projectile

Getting ready

How to do it...

How it works...

There's more...

Creating a jump system

Getting ready

How to do it...

How it works...

There is more

See Also

2. Navigation

Introduction

Representing the world with grids

Getting ready

How to do it...

How it works...

There's more...

See also

Representing the world with Dirichlet domains

Getting ready

How to do it...

How it works...

There's more...

See also

Representing the world with points of visibility

Getting ready

How to do it...

How it works...

There's more...

See also

Representing the world with a self-made navigation mesh

Getting ready

How to do it...

How it works...

Finding your way out of a maze with DFS

Getting ready

How to do it...

How it works...

There is more…

Finding the shortest path in a grid with BFS

Getting ready

How to do it...

How it works...

There is more…

See also

Finding the shortest path with Dijkstra

Getting ready

How to do it...

How it works...

There's more...

See also

Finding the best-promising path with A*

Getting ready

How to do it...

How it works...

There's more...

See also

Improving A* for memory: IDA*

Getting ready

How to do it…

How it works…

There is more…

Planning navigation in several frames: time-sliced search

Getting ready

How to do it...

How it works...

See also

Smoothing a path

Getting ready

How to do it…

How it works…

3. Decision Making

Introduction

Choosing through a decision tree

Getting ready

How to do it...

How it works...

There's more...

Working a finite-state machine

Getting ready

How to do it...

How it works...

There's more...

Improving FSMs: hierarchical finite-state machines

Getting ready

How to do it...

How it works...

See also

Combining FSMs and decision trees

Getting ready

How to do it...

How it works...

See also

Implementing behavior trees

Getting ready

How to do it...

How it works...

See also

Working with fuzzy logic

Getting ready

How to do it...

How it works...

There's more...

See also

Representing states with numerical values: Markov system

Getting ready

How to do it...

How it works...

See also

Making decisions with goal-oriented behaviors

Getting ready

How to do it...

How it works...

4. Coordination and Tactics

Introduction

Handling formations

Getting ready

How to do it…

How it works…

There is more…

See also

Extending A* for coordination: A*mbush

Getting ready

How to do it…

How it works…

There is more…

Creating good waypoints

Getting ready

How to do it…

How it works…

See also

Analyzing waypoints by height

Getting ready

How to do it…

How it works…

Analyzing waypoints by cover and visibility

Getting ready

How to do it…

How it works…

Exemplifying waypoints for decision making

Getting ready

How to do it…

How it works…

See also

Influence maps

Getting ready

How to do it…

How it works…

There is more…

See also

Improving influence with map flooding

Getting ready

How to do it…

How it works…

See also

Improving influence with convolution filters

Getting ready

How to do it…

How it works…

There is more…

See also

Building a fighting circle

Getting ready

How to do it…

How it works…

There is more…

See also

5. Agent Awareness

Introduction

The seeing function using a collider-based system

Getting ready

How to do it…

How it works…

The hearing function using a collider-based system

Getting ready

How to do it…

How it works…

There is more…

The smelling function using a collider-based system

Getting ready

How to do it…

How it works…

There is more…

The seeing function using a graph-based system

Getting ready

How to do it…

How it works…

The hearing function using a graph-based system

Getting ready

How to do it…

How it works…

There is more…

See also

The smelling function using a graph-based system

Getting ready

How to do it…

How it works…

See also

Creating awareness in a stealth game

Getting ready

How to do it…

How it works…

There is more…

See also

6. Board Games AI

Introduction

Working with the game-tree class

Getting ready…

How to do it…

How it works…

See also

Introducing Minimax

Getting ready…

How to do it…

How it works…

See also

Negamaxing

Getting ready…

How to do it…

How it works…

There's more…

See also

AB Negamaxing

Getting ready…

How to do it…

How it works…

See also

Negascouting

Getting ready…

How to do it…

How it works…

See also

Implementing a tic-tac-toe rival

Getting ready…

How to do it…

How it works…

There is more…

See also

Implementing a checkers rival

Getting ready…

How to do it…

How it works…

There is more…

7. Learning Techniques

.Introduction

Predicting actions with an N-Gram predictor

Getting ready…

How to do it…

How it works…

There is more…

Improving the predictor: Hierarchical N-Gram

Getting ready…

How to do it…

How it works…

Learning to use Naïve Bayes classifiers

Getting ready…

How to do it…

How it works…

Learning to use decision trees

Getting ready…

How to do it…

How it works…

See also

Learning to use reinforcement

Getting ready…

How to do it…

How it works…

Learning to use artificial neural networks

Getting ready…

How to do it…

How it works…

Creating emergent particles using a harmony search

Getting ready…

How to do it…

How it works…

8. Miscellaneous

Introduction

Handling random numbers better

Getting ready

How to do it…

There's more…

See also

Building an air-hockey rival

Getting ready

How to do it…

How it works…

See also

Devising a table-football competitor

Getting ready

How to do it…

How it works…

See also

Creating mazes procedurally

Getting ready

How to do it…

How it works...

There's more...

See also

Implementing a self-driving car

Getting ready

How to do it...

How it works...

See also

Managing race difficulty using a rubber-banding system

Getting ready

How to do it...

How it works…

Index

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