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Title Page
Copyright and Credits
Unity 2017 Game AI Programming Third Edition
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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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