Unity 5.x Game AI Programming Cookbook
eBook - ePub

Unity 5.x Game AI Programming Cookbook

  1. 278 pages
  2. English
  3. ePUB (mobile friendly)
  4. Available on iOS & Android
eBook - ePub

Unity 5.x Game AI Programming Cookbook

About this book

Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques

About This Book

  • Empower your agent with decision making capabilities using advanced minimaxing and Negamaxing techniques
  • Discover how AI can be applied to a wide range of games to make them more interactive.
  • Instigate vision and hearing abilities in your agent through collider based and graph based systems

Who This Book Is For

This book is intended for those who already have a basic knowledge of Unity and are eager to get more tools under their belt to solve AI and gameplay-related problems.

What You Will Learn

  • Use techniques such as A*and A*mbush to empower your agents with path finding capabilities.
  • Create a representation of the world and make agents navigate it
  • Construct decision-making systems to make the agents take different actions
  • Make different agents coordinate actions and create the illusion of technical behavior
  • Simulate senses and apply them in an awareness system
  • Design and implement AI in board games such as Tic-Tac-Toe and Checkers
  • Implement efficient prediction mechanism in your agents with algorithms such as N-Gram predictor and naive Bayes classifier
  • Understand and analyze how the influence maps work.

In Detail

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. 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 practical Cookbook covers both essential and niche techniques to help you be able to do that and more.

This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.

Style and approach

This recipe-based guide will take you through implementing various AI algorithms. Each topic is explained and placed among other related techniques, sometimes building on the knowledge from previous chapters. There are also references to more technical books and papers, so you can dig deeper if you want to.

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Unity 5.x Game AI Programming Cookbook


Table of Contents

Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
eBooks, discount offers, and more
Why subscribe?
Preface
What this book covers
What you need for this book
Who this book is for
Sections
Getting ready
How to do it…
How it works…
There's more…
See also
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
1. Behaviors – Intelligent Movement
Introduction
Creating the behavior template
Getting ready
How to do it...
How it works...
There's more...
See also
Pursuing and evading
Getting ready
How to do it...
How it works...
Arriving and leaving
Getting ready
How to do it...
How it works...
Facing objects
Getting ready
How to do it...
How it works...
Wandering around
Getting ready
How to do it...
How it works...
Following a path
Getting ready
How to do it...
How it works...
There's more...
Avoiding agents
Getting ready
How to do it...
How it works...
There's more
Avoiding walls
Getting ready
How to do it...
How it works...
There's more...
See also
Blending behaviors by weight
Getting ready
How to do it...
How it works...
There's more...
See also
Blending behaviors by priority
Getting ready
How to do it...
How it works...
There's more...
See also
Combining behaviors using a steering pipeline
Getting ready
How to do it...
How it works...
There's more...
See also
Shooting a projectile
Getting ready
How to do it...
How it works...
There's more...
See also
Predicting a projectile's landing spot
Getting ready
How to do it...
How it works...
There's more...
Targeting a projectile
Getting ready
How to do it...
How it works...
There's more...
Creating a jump system
Getting ready
How to do it...
How it works...
There is more
See Also
2. Navigation
Introduction
Representing the world with grids
Getting ready
How to do it...
How it works...
There's more...
See also
Representing the world with Dirichlet domains
Getting ready
How to do it...
How it works...
There's more...
See also
Representing the world with points of visibility
Getting ready
How to do it...
How it works...
There's more...
See also
Representing the world with a self-made navigation mesh
Getting ready
How to do it...
How it works...
Finding your way out of a maze with DFS
Getting ready
How to do it...
How it works...
There is more…
Finding the shortest path in a grid with BFS
Getting ready
How to do it...
How it works...
There is more…
See also
Finding the shortest path with Dijkstra
Getting ready
How to do it...
How it works...
There's more...
See also
Finding the best-promising path with A*
Getting ready
How to do it...
How it works...
There's more...
See also
Improving A* for memory: IDA*
Getting ready
How to do it…
How it works…
There is more…
Planning navigation in several frames: time-sliced search
Getting ready
How to do it...
How it works...
See also
Smoothing a path
Getting ready
How to do it…
How it works…
3. Decision Making
Introduction
Choosing through a decision tree
Getting ready
How to do it...
How it works...
There's more...
Working a finite-state machine
Getting ready
How to do it...
How it works...
There's more...
Improving FSMs: hierarchical finite-state machines
Getting ready
How to do it...
How it works...
See also
Combining FSMs and decision trees
Getting ready
How to do it...
How it works...
See also
Implementing behavior trees
Getting ready
How to do it...
How it works...
See also
Working with fuzzy logic
Getting ready
How to do it...
How it works...
There's more...
See also
Representing states with numerical values: Markov system
Getting ready
How to do it...
How it works...
See also
Making decisions with goal-oriented behaviors
Getting ready
How to do it...
How it works...
4. Coordination and Tactics
Introduction
Handling formations
Getting ready
How to do it…
How it works…
There is more…
See also
Extending A* for coordination: A*mbush
Getting ready
How to do it…
How it works…
There is more…
Creating good waypoints
Getting ready
How to do it…
How it works…
See also
Analyzing waypoints by height
Getting ready
How to do it…
How it works…
Analyzing waypoints by cover and visibility
Getting ready
How to do it…
How it works…
Exemplifying waypoints for decision making
Getting ready
How to do it…
How it works…
See also
Influence maps
Getting ready
How to do it…
How it works…
There is more…
See also
Improving influence with map flooding
Getting ready
How to do it…
How it works…
See also
Improving influence with convolution filters
Getting ready
How to do it…
How it works…
There is more…
See also
Building a fighting circle
Getting ready
How to do it…
How it works…
There is more…
See also
5. Agent Awareness
Introduction
The seeing function using a collider-based system
Getting ready
How to do it…
How it works…
The hearing function using a collider-based system
Getting ready
How to do it…
How it works…
There is more…
The smelling function using a collider-based system
Getting ready
How to do it…
How it works…
There is more…
The seeing function using a graph-based system
Getting ready
How to do it…
How ...

Table of contents

  1. Unity 5.x Game AI Programming Cookbook

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Yes, you can access Unity 5.x Game AI Programming Cookbook by Jorge Palacios in PDF and/or ePUB format, as well as other popular books in Ciencia de la computación & Ciencias computacionales general. We have over one million books available in our catalogue for you to explore.