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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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