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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 2018!

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Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
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Authors (3):
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Dr. Davide Aversa Dr. Davide Aversa
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Dr. Davide Aversa
Clifford Peters Clifford Peters
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Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 2. Finite State Machines 3. Randomness and Probability 4. Implementing Sensors 5. Flocking 6. Path-Following and Steering Behaviors 7. A* Pathfinding 8. Navigation Mesh 9. Behavior Trees 10. Machine Learning in Unity 11. Putting It All Together 12. Other Books You May Enjoy

Using the ML-Agents Toolkit – a basic example

Now that the everything is installed, we can start using the ML-Agents Toolkit. First, let's explain the three main entities in the toolkit:

  • The Agent: Obviously, the agent is the central object in the ML-Agents Toolkit. An agent is an object that performs an action, receives information from the environment, and can receive rewards for actions.
  • The Brain object: The Brain object is responsible for choosing the agent's actions. At the moment, there are four different Brain types:
    • Player mode: The agent executes actions decided by player input.
    • Heuristic mode: The agent executes actions decided by some hard-coded decision-making system (for example, a Behavior Tree).
    • External mode: The agent executes actions decided by TensorFlow. The brain will communicate with it using the Python API interface.
    • Internal mode...
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