Unity AI Game Programming - Second Edition

Leverage the power of Unity 5 to create fun and unbelievable AI entities in your games!

Unity AI Game Programming - Second Edition

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Ray Barrera et al.

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Leverage the power of Unity 5 to create fun and unbelievable AI entities in your games!
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Book Details

ISBN 139781785288272
Paperback232 pages

Book Description

Unity 5 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. Whether you are developing traditional, serious, educational, or any other kind of game, understanding how to apply artificial intelligence can take the fun-factor to the next level!

This book helps you break down artificial intelligence into simple concepts to give the reader 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. Along the way, several tips and tricks are included to make the development of your own AI easier and more efficient.

Starting from covering the basic essential concepts to form a base for the later chapters in the book, you will learn to distinguish the state machine pattern along with implementing your own. This will be 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 will be taught how to use Unity’s built-in NavMesh feature and implement your own A* pathfinding system. Then you will learn how to implement simple flocks and crowd’s dynamics, the key AI concepts. Then moving on you will learn how a behavior tree works and its implementation. Next you will learn adding layer of realism by combining fuzzy logic concepts with state machines. Lastly, you learn applying all the concepts in the book by combining them in a simple tank game.

Table of Contents

Chapter 1: The Basics of AI in Games
Creating the illusion of life
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
Finding uses for FSMs
Creating state machine behaviors
Setting up our player tank
Creating the enemy tank
Summary
Chapter 3: Implementing Sensors
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
Following a path
A* Pathfinding
Navigation mesh
Summary
Chapter 5: Flocks and Crowds
Learning the origins of flocks
Understanding the concepts behind flocks and crowds
Flocking using Unity's samples
Using an alternative implementation
Using crowds
Summary
Chapter 6: Behavior Trees
Learning the basics of behavior trees
Evaluating the existing solutions
Implementing a basic behavior tree framework
Testing our framework
Summary
Chapter 7: Using Fuzzy Logic to Make Your AI Seem Alive
Defining fuzzy logic
Using fuzzy logic
Using the resulting crisp data
Finding other uses for fuzzy logic
Summary
Chapter 8: How It All Comes Together
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
  • Implement a basic finite state machine using state machine behaviors in Unity 5
  • Create sensory systems for your AI with the most commonly used techniques
  • Implement an industry-standard path-finding system and a navigation mesh with the Unity 5 NavMesh feature
  • Build believable and highly-efficient artificial flocks and crowds
  • Create a basic behavior tree to drive a character’s actions
  • Make your characters more engaging by implementing fuzzy logic concepts in your AI’s decision-making
  • Tie all the concepts together with examples and guides

Authors

Table of Contents

Chapter 1: The Basics of AI in Games
Creating the illusion of life
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
Finding uses for FSMs
Creating state machine behaviors
Setting up our player tank
Creating the enemy tank
Summary
Chapter 3: Implementing Sensors
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
Following a path
A* Pathfinding
Navigation mesh
Summary
Chapter 5: Flocks and Crowds
Learning the origins of flocks
Understanding the concepts behind flocks and crowds
Flocking using Unity's samples
Using an alternative implementation
Using crowds
Summary
Chapter 6: Behavior Trees
Learning the basics of behavior trees
Evaluating the existing solutions
Implementing a basic behavior tree framework
Testing our framework
Summary
Chapter 7: Using Fuzzy Logic to Make Your AI Seem Alive
Defining fuzzy logic
Using fuzzy logic
Using the resulting crisp data
Finding other uses for fuzzy logic
Summary
Chapter 8: How It All Comes Together
Setting up the rules
Creating the towers
Setting up the tank
Setting up the environment
Testing the example
Summary

Book Details

ISBN 139781785288272
Paperback232 pages
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