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Index
Title Page Copyright and Credits
Unity 2017 Game AI Programming Third Edition
Packt Upsell
Why subscribe? PacktPub.com
Contributors
About the authors About the reviewer Packt is searching for authors like you
Preface
Who this book is for What this book covers To get the most out of this book
Download the example code files Download the color images Conventions used
Get in touch
Reviews
The Basics of AI in Games
Creating the illusion of life Neural Networks Leveling up your game with AI Using AI in Unity Defining the agent Finite State Machines Seeing the world through our agent's eyes Path following and steering
Dijkstra's algorithm Using A* Pathfinding
IDA* Pathfinding
Using Navigation Mesh
Flocking and crowd dynamics Behavior trees Thinking with fuzzy logic Summary
Finite State Machines and You
Finding uses for FSMs Creating state machine behaviors
Creating the AnimationController asset Layers and parameters The animation controller inspector Bringing behaviors into the picture Creating our very first state Transitioning between states
Setting up our player tank Creating the enemy tank
Choosing transitions Making the cogs turn
Setting conditions Driving parameters via code Making our enemy tank move Testing
Summary
Implementing Sensors
Basic sensory systems
Cone of sight Hearing, feeling, and smelling using spheres Expanding AI through omniscience Getting creative with sensing
Setting up the scene Setting up the player tank and aspect
Implementing the player tank Implementing the Aspect class
Creating an AI character Using the Sense class Giving a little perspective Touching is believing Testing the results Summary
Finding Your Way
Following a path
The path script Using the path follower Avoiding obstacles Adding a custom layer Obstacle avoidance
A* Pathfinding
Revisiting the A* algorithm Implementation
The Node class Establishing the priority queue Setting up our grid manager Diving into our A* implementation Implementing a TestCode class Testing it in the sample scene Testing all the components
A* vs IDA*
Navigation mesh
Inspecting our map Navigation Static Baking the navigation mesh Using the NavMesh agent Setting a destination Making sense of Off Mesh Links
Summary
Flocks and Crowds
Learning the origins of flocks Understanding the concepts behind flocks and crowds Using the Reynolds algorithm
Implementing the FlockController The flock target The scene layout
Using crowds
Implementing a simple crowd simulation Using the CrowdAgent component Adding some fun obstacles
Summary
Behavior Trees
Learning the basics of behavior trees
Understanding different node types
Defining composite nodes Understanding decorator nodes Describing the leaf node
Evaluating the existing solutions Implementing a basic behavior tree framework
Implementing a base Node class Extending nodes to selectors Moving on to sequences Implementing a decorator as an inverter Creating a generic action node
Testing our framework
Planning ahead Examining our scene setup Exploring the MathTree code Executing the test
HomeRock card game example
The scene setup The enemy state machine Testing the game
Summary
Using Fuzzy Logic to Make Your AI Seem Alive
Defining fuzzy logic
Picking fuzzy systems over binary systems
Using fuzzy logic
Implementing a simple fuzzy logic system Expanding the sets Defuzzifying the data
Using the resulting crisp data
Using a simpler approach
The morality meter example
The question and answer classes Managing the conversation
Loading up the questions Handling user input Calculating the results
Scene setup Testing the example
Finding other uses for fuzzy logic
Merging with other concepts Creating a truly unique experience
Summary
How It All Comes Together
Setting up the rules Creating the towers
Making the towers shoot
Setting up the tank
Bonus tank abilities
Setting up the environment Testing the example Summary
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