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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity

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Product type Paperback
Published in Mar 2022
Publisher Packt
ISBN-13 9781803238531
Length 308 pages
Edition 5th Edition
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Author (1):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
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Table of Contents (17) Chapters Close

Preface 1. Part 1:Basic AI
2. Chapter 1: Introduction to AI FREE CHAPTER 3. Chapter 2: Finite State Machines 4. Chapter 3: Randomness and Probability 5. Chapter 4: Implementing Sensors 6. Part 2:Movement and Navigation
7. Chapter 5: Flocking 8. Chapter 6: Path Following and Steering Behaviors 9. Chapter 7: A* Pathfinding 10. Chapter 8: Navigation Mesh 11. Part 3:Advanced AI
12. Chapter 9: Behavior Trees 13. Chapter 10: Procedural Content Generation 14. Chapter 11: Machine Learning in Unity 15. Chapter 12: Putting It All Together 16. Other Books You May Enjoy

Chapter 10: Procedural Content Generation

Game AI is not only used to tell NPCs where to go or what to do. We can also use game AI to create parts of our games, to generate assets or music, to adapt the game story to the player's actions as a movie director, and even to generate narrative arcs and character backstories entirely. In the general AI world, this is the topic of Computational Creativity, a branch of AI concerned with the design of algorithms to enhance human creativity or completely automate tasks requiring human-level creativity.

The scope of computational creativity is broad and cutting edge. It started in 1952 with Alan Turing writing the first algorithm capable of generating love letters. Today, it continues with powerful machine-learning-powered algorithms attempting to write poetry, compose symphonies, or produce astounding visual art pieces.

Luckily for us, in games, we are interested in a more limited subset of this discipline. We are not interested...

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