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Unity 5.x Game AI Programming Cookbook

You're reading from   Unity 5.x Game AI Programming Cookbook Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Length 278 pages
Edition 1st Edition
Tools
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (10) Chapters Close

Preface 1. Behaviors – Intelligent Movement FREE CHAPTER 2. Navigation 3. Decision Making 4. Coordination and Tactics 5. Agent Awareness 6. Board Games AI 7. Learning Techniques 8. Miscellaneous Index

What this book covers

Chapter 1, Behaviors – Intelligent Movement, explores some of the most interesting movement algorithms based on the steering behavior principles developed by Craig Reynolds along with work from Ian Millington. They act as a foundation for most of the AI used in advanced games and other algorithms that rely on movement, such as the family of path-finding algorithms.

Chapter 2, Navigation, explores path-finding algorithms for navigating complex scenarios. It will include some ways to represent the world using different kinds of graph structures, and several algorithms for finding a path, each aimed at different situations.

Chapter 3, Decision Making, shows the different decision-making techniques that are flexible enough to adapt to different types of games, and robust enough to let us build modular decision-making systems.

Chapter 4, Coordination and Tactics, deals with a number of different recipes for coordinating different agents as a whole organism, such as formations and techniques that allow us make tactical decisions based on graphs, such as waypoints and influence maps.

Chapter 5, Agent Awareness, deals with different approaches of simulating sense stimuli on an agent. We will learn how to use tools that we already know to create these simulations, colliders, and graphs.

Chapter 6, Board Games AI, explains a family of algorithms for developing board-game techniques to create artificial intelligence.

Chapter 7, Learning Techniques, explores the field of machine learning. It will give us a great head start in our endeavor to learn and apply machine-learning techniques to our games.

Chapter 8, Miscellaneous, introduces new techniques and uses algorithms that we have learned about in previous chapters in order to create new behaviors that don't quite fit in a definite category.

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