Cover image for Unity 4.x Game AI Programming.
Unity 4.x Game AI Programming.
Title:
Unity 4.x Game AI Programming.
Author:
Kyaw, Aung Sithu.
ISBN:
9781849693417
Personal Author:
Edition:
1st ed.
Physical Description:
1 online resource (253 pages)
Contents:
Unity 4.x Game AI Programming -- Table of Contents -- Unity 4.x Game AI Programming -- Credits -- About the Authors -- About the Reviewer -- www.PacktPub.com -- Support files, eBooks, discount offers and more -- Why Subscribe? -- Free Access for Packt account holders -- Preface -- What this book covers -- What you need for this book -- Who this book is for -- Conventions -- Reader feedback -- Customer support -- Downloading the example code -- Downloading the color images of this book -- Errata -- Piracy -- Questions -- 1. Introduction to AI -- Artificial Intelligence (AI) -- AI in games -- AI techniques -- Finite State Machines (FSM) -- Random and probability in AI -- The sensor system -- Polling -- The messaging system -- Flocking, swarming, and herding -- Path following and steering -- A* pathfinding -- A navigation mesh -- The behavior trees -- Locomotion -- Dijkstra's algorithm -- Summary -- 2. Finite State Machines -- The player's tank -- The PlayerTankController class -- Initialization -- Shooting bullet -- Controlling the tank -- The bullet class -- Setting up waypoints -- The abstract FSM class -- The enemy tank AI -- The patrol state -- The chase state -- The attack state -- The dead state -- Taking damage -- Using an FSM framework -- The AdvanceFSM class -- The FSMState class -- The state classes -- The PatrolState class -- The NPCTankController class -- Summary -- 3. Random and Probability -- Random -- Random class -- Simple random dice game -- Definition of probability -- Independent and related events -- Conditional probability -- A loaded dice -- Character personalities -- FSM with probability -- Dynamic AI -- Demo slot machine -- Random slot machine -- Weighted probability -- Near miss -- Summary -- 4. Implementing Sensors -- Basic sensory systems -- Scene setup -- Player tank and aspect -- Player tank -- Aspect -- AI character.

Sense -- Perspective -- Touch -- Testing -- Summary -- 5. Flocking -- Flocking from Unity's Island Demo -- Individual Behavior -- Controller -- Alternative implementation -- FlockController -- Summary -- 6. Path Following and Steering Behaviors -- Following a path -- Path script -- Path follower -- Avoiding obstacles -- Adding a custom layer -- Obstacle avoidance -- Summary -- 7. A* Pathfinding -- A* algorithm revisit -- Implementation -- Node -- PriorityQueue -- GridManager -- AStar -- TestCode class -- Scene setup -- Testing -- Summary -- 8. Navigation Mesh -- Introduction -- Setting up the map -- Navigation Static -- Baking the navigation mesh -- Nav Mesh Agent -- Updating agents' destinations -- The Target.cs class -- Scene with slope -- NavMeshLayers -- Off Mesh Links -- Generated Off Mesh Links -- Manual Off Mesh Links -- Summary -- 9. Behavior Trees -- Behave plugin -- Workflow -- Action -- Interfacing with the script -- Decorator -- Behave debugger -- Sequence -- Exploring Behave results -- Selector -- Priority selector -- Parallel -- Reference -- The Robots versus Aliens project -- Summary -- 10. Putting It All Together -- Scene setup -- Tags and layers -- Vehicles -- Player car controller -- AI Car Controller -- Finite State Machines (FSMs) -- Patrol state -- Chase state -- Attack state -- Weapons -- Gun -- Bullet -- Launcher -- Missile -- Summary -- Index.
Abstract:
Step-by-step practical tutorialAre you are a programmer with basic knowledge of Unity3D who would like to add AI features to your game? Are you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projects? Then this book is for you. You should have some background in C# language as this book will use C# for scripting. However if you know any other language you should be able to follow this book fairly easily.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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