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Unity 2017 Game AI Programming - Third Edition电子书

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7人正在读 | 0人评论 9.8

作       者:Ray Barrera,Aung Sithu Kyaw,Thet Naing Swe

出  版  社:Packt Publishing

出版时间:2018-01-11

字       数:26.9万

所属分类: 进口书 > 外文原版书 > 电脑/网络

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Use Unity 2017 to create fun and unbelievable AI entities in your games with A*, Fuzzy logic and NavMesh About This Book ? Explore the brand-new Unity 2017 features that makes implementing Artificial Intelligence in your game easier than ever ? Use fuzzy logic concepts in your AI decision-making to make your characters more engaging ? Build exciting and richer games by mastering advanced Artificial Intelligence concepts such as Neural Networks Who This Book Is For This book is intended for Unity developers with a basic understanding of C# and the Unity editor. Whether you're looking to build your first game or are looking to expand your knowledge as a game programmer, you will find plenty of exciting information and examples of game AI in terms of concepts and implementation. What You Will Learn ? Understand the basic terminology and concepts in game AI ? Explore advanced AI Concepts such as Neural Networks ? Implement a basic finite state machine using state machine behaviors in Unity 2017 ? Create sensory systems for your AI and couple it with a Finite State Machine ? Wok with Unity 2017's built-in NavMesh features in your game ? Build believable and highly-efficient artificial flocks and crowds ? Create a basic behavior tree to drive a character's actions In Detail Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. 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 third edition with Unity will help you break down Artificial Intelligence 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 5. Further on you will learn 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 will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game. Style and approach A self-explanatory practical guide with a series of tips and tricks on creating AI games with ease.
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Title Page

Copyright and Credits

Unity 2017 Game AI Programming Third Edition

Packt Upsell

Why subscribe?

PacktPub.com

Contributors

About the authors

About the reviewer

Packt is searching for authors like you

Preface

Who this book is for

What this book covers

To get the most out of this book

Download the example code files

Download the color images

Code in Action

Conventions used

Get in touch

Reviews

The Basics of AI in Games

Creating the illusion of life

Neural Networks

Leveling up your game with AI

Using AI in Unity

Defining the agent

Finite State Machines

Seeing the world through our agent's eyes

Path following and steering

Dijkstra's algorithm

Using A* Pathfinding

IDA* Pathfinding

Using Navigation Mesh

Flocking and crowd dynamics

Behavior trees

Thinking with fuzzy logic

Summary

Finite State Machines and You

Technical Requirements

Finding uses for FSMs

Creating state machine behaviors

Creating the AnimationController asset

Layers and parameters

The animation controller inspector

Bringing behaviors into the picture

Creating our very first state

Transitioning between states

Setting up our player tank

Creating the enemy tank

Choosing transitions

Making the cogs turn

Setting conditions

Driving parameters via code

Making our enemy tank move

Testing

Summary

Implementing Sensors

Technical Requirements

Basic sensory systems

Cone of sight

Hearing, feeling, and smelling using spheres

Expanding AI through omniscience

Getting creative with sensing

Setting up the scene

Setting up the player tank and aspect

Implementing the player tank

Implementing the Aspect class

Creating an AI character

Using the Sense class

Giving a little perspective

Touching is believing

Testing the results

Summary

Finding Your Way

Technical Requirements

Following a path

The path script

Using the path follower

Avoiding obstacles

Adding a custom layer

Obstacle avoidance

A* Pathfinding

Revisiting the A* algorithm

Implementation

The Node class

Establishing the priority queue

Setting up our grid manager

Diving into our A* implementation

Implementing a TestCode class

Testing it in the sample scene

Testing all the components

A* vs IDA*

Navigation mesh

Inspecting our map

Navigation Static

Baking the navigation mesh

Using the NavMesh agent

Setting a destination

Making sense of Off Mesh Links

Summary

Flocks and Crowds

Technical Requirements

Learning the origins of flocks

Understanding the concepts behind flocks and crowds

Using the Reynolds algorithm

Implementing the FlockController

The flock target

The scene layout

Using crowds

Implementing a simple crowd simulation

Using the CrowdAgent component

Adding some fun obstacles

Summary

Behavior Trees

Technical Requirements

Learning the basics of behavior trees

Understanding different node types

Defining composite nodes

Understanding decorator nodes

Describing the leaf node

Evaluating the existing solutions

Implementing a basic behavior tree framework

Implementing a base Node class

Extending nodes to selectors

Moving on to sequences

Implementing a decorator as an inverter

Creating a generic action node

Testing our framework

Planning ahead

Examining our scene setup

Exploring the MathTree code

Executing the test

HomeRock card game example

The scene setup

The enemy state machine

Testing the game

Summary

Using Fuzzy Logic to Make Your AI Seem Alive

Technical Requirements

Defining fuzzy logic

Picking fuzzy systems over binary systems

Using fuzzy logic

Implementing a simple fuzzy logic system

Expanding the sets

Defuzzifying the data

Using the resulting crisp data

Using a simpler approach

The morality meter example

The question and answer classes

Managing the conversation

Loading up the questions

Handling user input

Calculating the results

Scene setup

Testing the example

Finding other uses for fuzzy logic

Merging with other concepts

Creating a truly unique experience

Summary

How It All Comes Together

Technical Requirements

Setting up the rules

Creating the towers

Making the towers shoot

Setting up the tank

Bonus tank abilities

Setting up the environment

Testing the example

Summary

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