Unity 2018 Game AI Programming Cookbook - Second Edition

Explore various recipes to build games using popular artificial intelligence techniques and algorithms such as Navmesh navigation A*, DFS, and UCB1
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Unity 2018 Game AI Programming Cookbook - Second Edition

Jorge Palacios

Explore various recipes to build games using popular artificial intelligence techniques and algorithms such as Navmesh navigation A*, DFS, and UCB1
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Book Details

ISBN 139781788626170
Paperback354 pages

Book Description

Interactive and engaging games come with intelligent enemies, and this intellectual behavior is added with a variety of techniques collectively called Artificial Intelligence. Exploring Unity's API or its built-in features allows limitless possibilities when it comes to creating your game's worlds and characters. This cookbook covers both essential and niche techniques to help you take your AI programming to the next level.

To start with, you’ll quickly run through the essential building blocks of working with an agent, programming movement, and navigation in a game environment, followed by improving your agent's decision-making and coordination mechanisms - all through hands-on examples using easily customizable techniques. You’ll then discover how to emulate the vision and hearing capabilities of your agent for natural and humanlike AI behavior, and later improve the agents with the help of graphs. This book also covers the new navigational mesh with improved AI and pathfinding tools introduced in the unit 2018 update. You’ll empower your AI with decision-making functions by programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.

By the end of this book, you’ll have gained expertise in AI programming and developed creative and interactive games.

Table of Contents

What You Will Learn

  • Create intelligent pathfinding agents with popular AI techniques such as A* and A*mbush
  • Implement different algorithms for adding coordination between agents and tactical algorithms for different purposes
  • Simulate senses so agents can make better decisions taking the environment into account
  • Explore different algorithms for creating decision-making agents that go beyond simple behaviors and movement
  • Create coordination between agents, and orchestrate tactics when dealing with a graph or terrain
  • Implement waypoints by making a manual selector

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Table of Contents

Book Details

ISBN 139781788626170
Paperback354 pages
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