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Author Aversa, Davide, author.

Title Unity artificial intelligence programming : add powerful, believable, and fun AI entities in your game with the power of Unity 2018! / Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters. [O'Reilly electronic resource]

Edition Fourth edition.
Publication Info. Birmingham, UK : Packt Publishing, 2018.
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Description 1 online resource (1 volume) : illustrations
Bibliography Includes bibliographical references.
Contents To get the most out of this book -- Get in touch -- Introduction to AI -- Artificial Intelligence (AI) -- AI in games -- AI techniques -- Summary -- Finite State Machines -- The player's tank -- 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 -- Randomness and Probability -- Randomness in games -- Definitions of probability -- Character personalities -- FSM with probability -- Dynamic AI -- Demo slot machine -- Summary -- Further reading -- Implementing Sensors -- Basic sensory systems -- Scene setup -- The player's tank and the aspect class -- AI characters -- Testing -- Summary -- Flocking -- Basic flocking behavior -- Individual behavior -- Controller -- Alternative implementation -- FlockController -- Summary -- Path-Following and Steering Behaviors -- Following a path -- Path script -- Path-following agents -- Avoiding obstacles -- Adding a custom layer -- Obstacle avoidance -- Summary -- A* Pathfinding -- Revisiting the A* algorithm -- Implementing the A* algorithm -- Node -- PriorityQueue -- The GridManager class -- The AStar class -- The TestCode class -- Setting up the scene -- Testing the pathfinder -- Summary -- Navigation Mesh -- Setting up the map -- Navigation static -- Baking the navigation mesh -- NavMesh agent -- Updating an agents' destinations -- Scene with slope -- Navigation areas -- Off Mesh Links -- Generated Off Mesh Links -- Manual Off Mesh Links -- Summary -- Behavior Trees -- Introduction to Behavior Trees -- A simple example - patrolling robot -- Implementing a BT in Unity with Behavior Bricks -- Set up the scene -- Implement a Day/Night cycle -- Design the Enemy Behavior -- Implement the Nodes -- Building the Tree -- Attach the BT to the Enemy -- Summary -- External Resources -- Machine Learning in Unity -- The Unity Machine Learning Agents Toolkit -- How to install the ML-Agents Toolkit -- Installing Python and TensorFlow on Windows -- Installing Python and TensorFlow on macOS and Unix-like systems -- Using the ML-Agents Toolkit - a basic example -- Creating the scene -- Implementing the code -- Adding the final touches -- Training a Brain object -- Training the agent -- Summary -- Further reading -- Putting It All Together -- Basic game structure -- Adding automated navigation -- Creating the NavMesh -- Setting up the agent -- Fixing the GameManager script -- Creating decision-makingAI with FSM -- Summary.
Subject Unity (Electronic resource)
Unity (Electronic resource)
Video games -- Programming.
Artificial intelligence.
Three-dimensional display systems.
Artificial Intelligence
Jeux vidéo -- Programmation.
Intelligence artificielle.
Affichage tridimensionnel.
artificial intelligence.
three-dimensional.
Artificial intelligence
Video games -- Programming
Three-dimensional display systems
Added Author Kyaw, Aung Sithu, author.
Peters, Clifford, author.
ISBN 1789531454
9781789531459 (electronic bk.)
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