Unity 2017 Game AI programming - Third Edition

Use Unity 2017 to create fun and unbelievable AI entities in your games with A*, Fuzzy logic and NavMesh
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Unity 2017 Game AI programming - Third Edition

Ray Barrera, Aung Sithu Kyaw, Thet Naing Swe

Use Unity 2017 to create fun and unbelievable AI entities in your games with A*, Fuzzy logic and NavMesh
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Book Details

ISBN 139781788477901
Paperback250 pages

Book Description

Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating your game's worlds and characters.

This third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM).

Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.

Table of Contents

Chapter 1: 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
Flocking and crowd dynamics
Behavior trees
Thinking with fuzzy logic
Summary
Chapter 2: Finite State Machines and You
Technical Requirements
Finding uses for FSMs
Creating state machine behaviors
Setting up our player tank
Creating the enemy tank
Summary
Chapter 3: Implementing Sensors
Technical Requirements
Basic sensory systems
Setting up the scene
Setting up the player tank and aspect
Creating an AI character
Using the Sense class
Giving a little perspective
Touching is believing
Testing the results
Summary
Chapter 4: Finding Your Way
Technical Requirements
Following a path
A* Pathfinding
Navigation mesh
Summary
Chapter 5: Flocks and Crowds
Technical Requirements
Learning the origins of flocks
Understanding the concepts behind flocks and crowds
Using the Reynolds algorithm
Using crowds
Summary
Chapter 6: Behavior Trees
Technical Requirements
Learning the basics of behavior trees
Evaluating the existing solutions
Implementing a basic behavior tree framework
Testing our framework
HomeRock card game example
Summary
Chapter 7: Using Fuzzy Logic to Make Your AI Seem Alive
Technical Requirements
Defining fuzzy logic
Using fuzzy logic
Using the resulting crisp data
The morality meter example
Finding other uses for fuzzy logic
Summary
Chapter 8: How It All Comes Together
Technical Requirements
Setting up the rules
Creating the towers
Setting up the tank
Setting up the environment
Testing the example
Summary

What You Will Learn

  • Understand the basic terminology and concepts in game AI
  • Explore  advanced AI Concepts such as Neural Networks
  • Implement a basic finite state machine using state machine behaviors in Unity 2017
  • Create sensory systems for your AI and couple it with a Finite State Machine
  • Wok with Unity 2017's built-in NavMesh features in your game
  • Build believable and highly-efficient artificial flocks and crowds
  • Create a basic behavior tree to drive a character's actions

Authors

Table of Contents

Chapter 1: 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
Flocking and crowd dynamics
Behavior trees
Thinking with fuzzy logic
Summary
Chapter 2: Finite State Machines and You
Technical Requirements
Finding uses for FSMs
Creating state machine behaviors
Setting up our player tank
Creating the enemy tank
Summary
Chapter 3: Implementing Sensors
Technical Requirements
Basic sensory systems
Setting up the scene
Setting up the player tank and aspect
Creating an AI character
Using the Sense class
Giving a little perspective
Touching is believing
Testing the results
Summary
Chapter 4: Finding Your Way
Technical Requirements
Following a path
A* Pathfinding
Navigation mesh
Summary
Chapter 5: Flocks and Crowds
Technical Requirements
Learning the origins of flocks
Understanding the concepts behind flocks and crowds
Using the Reynolds algorithm
Using crowds
Summary
Chapter 6: Behavior Trees
Technical Requirements
Learning the basics of behavior trees
Evaluating the existing solutions
Implementing a basic behavior tree framework
Testing our framework
HomeRock card game example
Summary
Chapter 7: Using Fuzzy Logic to Make Your AI Seem Alive
Technical Requirements
Defining fuzzy logic
Using fuzzy logic
Using the resulting crisp data
The morality meter example
Finding other uses for fuzzy logic
Summary
Chapter 8: How It All Comes Together
Technical Requirements
Setting up the rules
Creating the towers
Setting up the tank
Setting up the environment
Testing the example
Summary

Book Details

ISBN 139781788477901
Paperback250 pages
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