Details

Beginning Game AI with Unity


Beginning Game AI with Unity

Programming Artificial Intelligence with C#

von: Sebastiano M. Cossu

46,99 €

Verlag: Apress
Format: PDF
Veröffentl.: 05.12.2020
ISBN/EAN: 9781484263556
Sprache: englisch

Dieses eBook enthält ein Wasserzeichen.

Beschreibungen

<div>Game developers will use this book to gain a basic knowledge of programming artificial intelligence using Unity and C#. You will not be bored learning the theory underpinning AI. Instead, you will learn by experience and practice, and complete an engaging project in each chapter.<br></div><div><br></div><div>AI is the one of the most popular subjects in gaming today, ranging from controlling the behavior of non-player characters to procedural&nbsp;generated levels. This book starts with an introduction to AI and its use in games. Basic moving behaviors and pathfinding are covered, and then you move through more complex concepts of pathfinding and decision making.</div><div><br></div><div><br></div><div><b>What You Will Learn</b></div><div><ul><li>Understand the fundamentals of AI</li><li>Create gameplay-based AI to address navigation and decision-making problems</li><li>Put into practice graph theory and behavior models</li><li>Address pathfinding problems</li><li>Use the A* algorithm, the <i>deus ex machina</i> of pathfinding algorithms</li><li>Create a mini stealth game</li></ul></div><div><b><br></b></div><div><b>Who This Book Is For</b></div><div><br></div><div>Developers and programming enthusiasts with a basic knowledge of Unity and C# who want to understand and master the foundations of artificial intelligence in games</div><div><br></div>
<p><b>Chapter 1:&nbsp; Introduction</b></p>

<p>Chapter Goal: An introduction to the book where goals and main topics are introduced to the reader.</p>

<p>Sub -Topics</p>

<p>1.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; What is AI?</p>

<p>2.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; AI in games</p>

<p>3.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Intelligent agents</p>

<p>4.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Knowledge representation</p>

<p>&nbsp;</p>

<p><b>Chapter 2:&nbsp; Movements</b></p>

<p>Chapter Goal: Introducing the reader to steering and basic AI moving behaviors, in particular wandering and following the player. &nbsp; </p>

<p>Sub - Topics&nbsp;&nbsp;&nbsp;&nbsp; </p>

<p>1.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Moving in a 2D world</p>

<p>2.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Moving in a 3D world</p>

<p>3.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Steering</p>

<p>4.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Moving behaviors (wandering vs following)</p>

<p>5.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A case study: car games </p>

<p>6.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Project: mini car traffic simulator</p>

<p>&nbsp;</p>

<p><b>Chapter 3: Pathfinding</b></p>

<p>Chapter Goal: Introducing the reader to pathfinding algorithms and problem-solving approaches.&nbsp; &nbsp; &nbsp; &nbsp; &nbsp;</p>

<p>Sub - Topics:&nbsp;&nbsp;&nbsp; </p>

<p>1.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Graphs</p>

<p>2.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pathfinding algorithms: Dijkstra</p>

<p>3.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Pathfinding algorithms: A*</p>

<p>4. &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; World representation</p>

<p>5.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Constraint Satisfaction Problems (CSP)</p>

<p>6.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Improving on pathfinding</p>

<p>7.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A case study: Warcraft</p>

<p>8.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Project: Labyrinth</p>

<p>&nbsp;</p>

<p><b>Chapter 4: Decision Making</b></p>

Chapter Goal: How does AI takes decisions? In this chapter, the reader will understand how to implement the ability to reason and plan actions using data structures to represent knowledge and search algorithms to find the best sequence of actions.<p></p>

<p>Sub - Topics: </p>

<p>1.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Decision trees</p>

<p>2.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Finite-state machines (FSM)</p>

<p>3.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Behavior trees</p>

<p>4.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Fuzzy logic</p>

<p>5.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Goal-oriented behavior</p>

7.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Rule-based systems<p></p>

<p>9.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A case study: Halo</p>

<p>10.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Project: Wumpus’ Cave Explorer</p>

<p>&nbsp;</p>

<p><b>Chapter 5: Tactics and Strategy</b></p>

<p>Chapter Goal: Putting together all the knowledge acquired in the previous chapters to build intelligent agents that can perform well against the player.</p>

<p>Sub - Topics: </p>

<p>1.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Putting things together: intelligent agents in action</p>

<p>2.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Strategy planning</p>

<p>3.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Tactical pathfinding</p>

<p>4.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Coordination and tactics in PVE: ambushing the player</p>

<p>5.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; A case study: 007 Goldeneye</p>

<p>6.&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; Project: Chess with guns</p>
<b>Sebastiano Cossu</b>&nbsp;is a software engineer and game developer.&nbsp;He studied computer science at the University of Rome "La Sapienza".&nbsp;He is currently working as Game UI Developer at Feral Interactive Ltd. in London. He wrote the Apress book,&nbsp;<i>Game Development with GameMaker Studio 2</i>.<div><br></div>
<div>Game developers will use this book to gain a basic knowledge of programming artificial intelligence using Unity and C#. You will not be bored learning the theory underpinning AI. Instead, you will learn by experience and practice, and complete an engaging project in each chapter.<br></div><div><br></div><div>AI is the one of the most popular subjects in gaming today, ranging from controlling the behavior of non-player characters to procedural&nbsp;generated levels. This book starts with an introduction to AI and its use in games. Basic moving behaviors and pathfinding are covered, and then you move through more complex concepts of pathfinding and decision making.</div><div><br></div><div>You will:</div><div><ul><li>Understand the fundamentals of AI</li><li>Create gameplay-based AI to address navigation and decision-making problems</li><li>Put into practice graph theory and behavior models</li><li>Address pathfinding problems</li><li>Use the A* algorithm, the&nbsp;<i>deus ex machina</i>&nbsp;of pathfinding algorithms</li><li>Create a mini stealth game</li></ul></div><div><br></div>
<p>A practical guide to beginning game AI programming with Unity</p><p>Explains popular AI techniques for creating believable behavior for non-player characters</p><p>Takes a project-based approach to reinforce the concepts</p>

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