Unity 4.x Game AI Programming:
Gespeichert in:
1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham
Packt Publishing
2013
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Schlagworte: | |
Online-Zugang: | FAW01 FAW02 |
Beschreibung: | Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to AI; Artificial Intelligence (AI); AI in games; AI techniques; Finite State Machines (FSM); Random and probability in AI; The sensor system; Polling; The messaging system; Flocking, swarming, and herding; Path following and steering; A* pathfinding; A navigation mesh; The behavior trees; Locomotion; The Dijkstra's algorithm; Summary; Chapter 2: Finite State Machines; The player's tank; The PlayerTankController class; Initialization; Shooting bullet Controlling the tankThe 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; Chapter 3: Random and Probability; Random; Random class; Simple random dice game; Definition of probability; Independent and related events; Conditional probability; A loaded dice; Character personalities; FSM with probability; Dynamic AI; Demo slot machine Random slot machineWeighted probability; Near miss; Summary; Chapter 4: Implementing Sensors; Basic sensory systems; Scene setup; Player tank and aspect; Player tank; Aspect; AI character; Sense; Perspective; Touch; Testing; Summary; Chapter 5: Flocking; Flocking from Unity's Island Demo; Individual Behavior; Controller; Alternative implementation; FlockController; Summary; Chapter 6: Path Following and Steering Behaviors; Following a path; Path script; Path follower; Avoiding obstacles; Adding a custom layer; Obstacle avoidance; Summary; Chapter 7: A* Pathfinding; A* algorithm revisit ImplementationNode; PriorityQueue; GridManager; AStar; TestCode class; Scene setup; Testing; Summary; Chapter 8: Navigation Mesh; Introduction; Setting up the map; Navigation Static; Baking the navigation mesh; Nav Mesh Agent; Updating agents' destinations; Scene with slope; NavMeshLayers; Off Mesh Links; Generated Off Mesh Links; Manual Off Mesh Links; Summary; Chapter 9: Behavior Trees; Behave plugin; Workflow; Action; Interfacing with the script; Decorator; Behave debugger; Sequence; Exploring Behave results; Selector; Priority selector; Parallel; Reference The Robots versus Aliens projectSummary; Chapter 10: Putting it All Together; Scene setup; Tags and layers; Vehicles; Player car controller; AI Car Controller; Finite State Machines (FSMs); Patrol state; Chase state; Attack state; Weapons; Gun; Bullet; Launcher; Missile; Summary; Index Step-by-step practical tutorialAre 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 |
Beschreibung: | 232 pages |
ISBN: | 9781849693417 1849693412 1849693404 9781849693400 |
Internformat
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300 | |a 232 pages | ||
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500 | |a Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to AI; Artificial Intelligence (AI); AI in games; AI techniques; Finite State Machines (FSM); Random and probability in AI; The sensor system; Polling; The messaging system; Flocking, swarming, and herding; Path following and steering; A* pathfinding; A navigation mesh; The behavior trees; Locomotion; The Dijkstra's algorithm; Summary; Chapter 2: Finite State Machines; The player's tank; The PlayerTankController class; Initialization; Shooting bullet | ||
500 | |a Controlling the tankThe 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; Chapter 3: Random and Probability; Random; Random class; Simple random dice game; Definition of probability; Independent and related events; Conditional probability; A loaded dice; Character personalities; FSM with probability; Dynamic AI; Demo slot machine | ||
500 | |a Random slot machineWeighted probability; Near miss; Summary; Chapter 4: Implementing Sensors; Basic sensory systems; Scene setup; Player tank and aspect; Player tank; Aspect; AI character; Sense; Perspective; Touch; Testing; Summary; Chapter 5: Flocking; Flocking from Unity's Island Demo; Individual Behavior; Controller; Alternative implementation; FlockController; Summary; Chapter 6: Path Following and Steering Behaviors; Following a path; Path script; Path follower; Avoiding obstacles; Adding a custom layer; Obstacle avoidance; Summary; Chapter 7: A* Pathfinding; A* algorithm revisit | ||
500 | |a ImplementationNode; PriorityQueue; GridManager; AStar; TestCode class; Scene setup; Testing; Summary; Chapter 8: Navigation Mesh; Introduction; Setting up the map; Navigation Static; Baking the navigation mesh; Nav Mesh Agent; Updating agents' destinations; Scene with slope; NavMeshLayers; Off Mesh Links; Generated Off Mesh Links; Manual Off Mesh Links; Summary; Chapter 9: Behavior Trees; Behave plugin; Workflow; Action; Interfacing with the script; Decorator; Behave debugger; Sequence; Exploring Behave results; Selector; Priority selector; Parallel; Reference | ||
500 | |a The Robots versus Aliens projectSummary; Chapter 10: Putting it All Together; Scene setup; Tags and layers; Vehicles; Player car controller; AI Car Controller; Finite State Machines (FSMs); Patrol state; Chase state; Attack state; Weapons; Gun; Bullet; Launcher; Missile; Summary; Index | ||
500 | |a Step-by-step practical tutorialAre 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 | ||
650 | 4 | |a Computer games / Programming | |
650 | 4 | |a Three-dimensional display systems | |
650 | 4 | |a Unity (Electronic resource) | |
650 | 4 | |a Artificial intelligence | |
650 | 7 | |a COMPUTERS / General |2 bisacsh | |
650 | 7 | |a Artificial intelligence |2 fast | |
650 | 7 | |a Computer games / Programming |2 fast | |
650 | 4 | |a Künstliche Intelligenz | |
650 | 4 | |a Computer games |x Programming | |
650 | 4 | |a Artificial intelligence | |
700 | 1 | |a Swe, Thet Naing |e Sonstige |4 oth | |
912 | |a ZDB-4-EBA |a ZDB-4-ITC | ||
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Datensatz im Suchindex
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---|---|
any_adam_object | |
author | Kyaw, Aung Sithu |
author_facet | Kyaw, Aung Sithu |
author_role | aut |
author_sort | Kyaw, Aung Sithu |
author_variant | a s k as ask |
building | Verbundindex |
bvnumber | BV043776880 |
collection | ZDB-4-EBA ZDB-4-ITC |
ctrlnum | (ZDB-4-EBA)ocn854973882 (ZDB-4-ITC)ocn854973882 (OCoLC)854973882 (DE-599)BVBBV043776880 |
dewey-full | 006.675 |
dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.675 |
dewey-search | 006.675 |
dewey-sort | 16.675 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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id | DE-604.BV043776880 |
illustrated | Not Illustrated |
indexdate | 2024-07-10T07:34:49Z |
institution | BVB |
isbn | 9781849693417 1849693412 1849693404 9781849693400 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-029187940 |
oclc_num | 854973882 |
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owner_facet | DE-1046 DE-1047 |
physical | 232 pages |
psigel | ZDB-4-EBA ZDB-4-ITC ZDB-4-EBA FAW_PDA_EBA |
publishDate | 2013 |
publishDateSearch | 2013 |
publishDateSort | 2013 |
publisher | Packt Publishing |
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spelling | Kyaw, Aung Sithu Verfasser aut Unity 4.x Game AI Programming Birmingham Packt Publishing 2013 232 pages txt rdacontent c rdamedia cr rdacarrier Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to AI; Artificial Intelligence (AI); AI in games; AI techniques; Finite State Machines (FSM); Random and probability in AI; The sensor system; Polling; The messaging system; Flocking, swarming, and herding; Path following and steering; A* pathfinding; A navigation mesh; The behavior trees; Locomotion; The Dijkstra's algorithm; Summary; Chapter 2: Finite State Machines; The player's tank; The PlayerTankController class; Initialization; Shooting bullet Controlling the tankThe 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; Chapter 3: Random and Probability; Random; Random class; Simple random dice game; Definition of probability; Independent and related events; Conditional probability; A loaded dice; Character personalities; FSM with probability; Dynamic AI; Demo slot machine Random slot machineWeighted probability; Near miss; Summary; Chapter 4: Implementing Sensors; Basic sensory systems; Scene setup; Player tank and aspect; Player tank; Aspect; AI character; Sense; Perspective; Touch; Testing; Summary; Chapter 5: Flocking; Flocking from Unity's Island Demo; Individual Behavior; Controller; Alternative implementation; FlockController; Summary; Chapter 6: Path Following and Steering Behaviors; Following a path; Path script; Path follower; Avoiding obstacles; Adding a custom layer; Obstacle avoidance; Summary; Chapter 7: A* Pathfinding; A* algorithm revisit ImplementationNode; PriorityQueue; GridManager; AStar; TestCode class; Scene setup; Testing; Summary; Chapter 8: Navigation Mesh; Introduction; Setting up the map; Navigation Static; Baking the navigation mesh; Nav Mesh Agent; Updating agents' destinations; Scene with slope; NavMeshLayers; Off Mesh Links; Generated Off Mesh Links; Manual Off Mesh Links; Summary; Chapter 9: Behavior Trees; Behave plugin; Workflow; Action; Interfacing with the script; Decorator; Behave debugger; Sequence; Exploring Behave results; Selector; Priority selector; Parallel; Reference The Robots versus Aliens projectSummary; Chapter 10: Putting it All Together; Scene setup; Tags and layers; Vehicles; Player car controller; AI Car Controller; Finite State Machines (FSMs); Patrol state; Chase state; Attack state; Weapons; Gun; Bullet; Launcher; Missile; Summary; Index Step-by-step practical tutorialAre 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 Computer games / Programming Three-dimensional display systems Unity (Electronic resource) Artificial intelligence COMPUTERS / General bisacsh Artificial intelligence fast Computer games / Programming fast Künstliche Intelligenz Computer games Programming Swe, Thet Naing Sonstige oth |
spellingShingle | Kyaw, Aung Sithu Unity 4.x Game AI Programming Computer games / Programming Three-dimensional display systems Unity (Electronic resource) Artificial intelligence COMPUTERS / General bisacsh Artificial intelligence fast Computer games / Programming fast Künstliche Intelligenz Computer games Programming |
title | Unity 4.x Game AI Programming |
title_auth | Unity 4.x Game AI Programming |
title_exact_search | Unity 4.x Game AI Programming |
title_full | Unity 4.x Game AI Programming |
title_fullStr | Unity 4.x Game AI Programming |
title_full_unstemmed | Unity 4.x Game AI Programming |
title_short | Unity 4.x Game AI Programming |
title_sort | unity 4 x game ai programming |
topic | Computer games / Programming Three-dimensional display systems Unity (Electronic resource) Artificial intelligence COMPUTERS / General bisacsh Artificial intelligence fast Computer games / Programming fast Künstliche Intelligenz Computer games Programming |
topic_facet | Computer games / Programming Three-dimensional display systems Unity (Electronic resource) Artificial intelligence COMPUTERS / General Künstliche Intelligenz Computer games Programming |
work_keys_str_mv | AT kyawaungsithu unity4xgameaiprogramming AT swethetnaing unity4xgameaiprogramming |