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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

Summary

Game AI and academic AI have different objectives. Academic AI researchers try to solve real-world problems and develop AI algorithms that have to compete with human intelligence with the ultimate goal of replacing humans in complex situations. Game AI focuses on building NPCs with limited resources that seem to be intelligent to the player with the ultimate goal of entertaining the players. The objective of AI in games is to provide a challenging opponent that makes the game more fun to play. We also learned briefly about the widely used different AI techniques in games, such as FSMs, random and probability, sensor and input system, flocking and group behaviors, path following and steering behaviors, AI pathfinding, navigation mesh generation, and behavior trees. We'll see how to implement these techniques inside the Unity engine in the following chapters. In the next chapter, we will start from the very basic: Finite State Machines.

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Unity Artificial Intelligence Programming - Fourth Edition
Published in: Nov 2018
Publisher: Packt
ISBN-13: 9781789533910
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