Unity 4.x Game AI Programming


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Unity 4.x Game AI Programming
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Sample Chapters
  • A practical guide with step-by-step instructions and example projects to learn Unity3D scripting
  • Learn pathfinding using A* algorithms as well as Unity3D pro features and navigation graphs
  • Implement finite state machines (FSMs), path following, and steering algorithms

Book Details

Language : English
Paperback : 300 pages [ 235mm x 191mm ]
Release Date : June 2013
ISBN : 1849693404
ISBN 13 : 9781849693400
Author(s) : Aung Sithu Kyaw, Thet Naing Swe
Topics and Technologies : All Books, Unity
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Aung Sithu Kyaw

Mr. Aung Sithu Kyaw is originally from Myanmar (Burma). He has been a developer in software development industry for over seven years and has a great passion in graphics programming, creating video games, writing and sharing knowledge with others. He holds a Master of Science from Nanyang Technological University (NTU), Singapore majoring in Digital Media Technology. Over the past years he had worked as Research Programmer at INSEAD, Sr. Game Programmer at Playware Studios Asia, Singapore and lastly Research Associate at NTU which involves implementing sensor based real-time movie system based on Unreal Development Kit. Aung is currently the CEO of Rival Edge Pte Ltd, Singapore which he founded in 2011 with two other co-founders. The company focuses in interactive digital media industry with two primary operations: back-end technology development and contents production. The company's flagship product is a cross-platform social game API which is currently in beta stage, more information at http://rivaledge.sg. He can be followed on twitter @aungsithu and LinkedIn profile linkedin.com/in/aungsithu.

Thet Naing Swe

Thet is the cofounder and chief creative director of Rival Edge Pte Ltd, based in Singapore. He graduated from University of Central Lancashire with a major in game design and development and started his career as a game programmer in UK based Code Monkeys studios. Relocated to Singapore in 2010 and worked as a graphics programmer at Nanyang Technological University (NTU) on a cinematic research project, together with Aung. Currently at Rival Edge, he's responsible for interactive digital media consulting projects mainly using Unity3D as well as implementing client side SDKs for Unity3D, Flash AS3, Windows 8, Windows Phone 7 platforms for the company's backend as a service platform, CloudyRec. He can be reached via thetnswe@rivaledge.sg.
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What you will learn from this book

  • Building finite state machines (FSMs)
  • Implementing a sensory system
  • Applying flocking behavior for a crowd
  • Executing your own A* pathfinding algorithm in Unity3D
  • Applying random and probability techniques in a betting game
  • Using the Unity3D pro feature, navigation graphs, for path finding
  • Learning about behavior trees and the Behave plugin
  • Implementing a racing game AI through the final chapter project

In Detail

This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.

Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques.

This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, we’ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we’ll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.

Game AI Scripting in Unity3d  covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.

Approach

Step-by-step practical tutorial

Who this book is for

Are 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.

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