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Index
Title Page Copyright and Credits
Unity 2018 Artificial Intelligence Cookbook Second Edition
Dedication Packt Upsell
Why subscribe? PacktPub.com
Contributors
About the author 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
Sections
Getting ready How to do it… How it works… There's more… See also
Get in touch
Reviews
Behaviors - Intelligent Movement
Introduction Creating the behaviors template
Getting ready How to do it... How it works... There's more... See also
Pursuing and evading
Getting ready How to do it... How it works...
Adjusting the agent for physics
Getting ready How to do it... How it works... See also
Arriving and leaving
Getting ready How to do it... How it works...
Facing objects
Getting ready How to do it... How it works...
Wandering around
Getting ready How to do it... How it works...
Following a path
Getting ready How to do it... How it works... There's more...
Avoiding agents
Getting ready How to do it... How it works... There's more...
Avoiding walls
Getting ready How to do it... How it works... There's more... See also
Blending behaviors by weight
Getting ready How to do it... How it works... There's more... See also
Blending behaviors by priority
Getting ready How to do it... How it works... There's more... See also
Shooting a projectile
Getting ready How to do it... How it works... There's more... See also
Predicting a projectile's landing spot
Getting ready How to do it... How it works... There's more...
Targeting a projectile
Getting ready How to do it... How it works... There's more...
Creating a jump system
Getting ready How to do it... How it works...
Navigation
Introduction Representing the world with grids
Getting ready How to do it... How it works... There's more... See also
Representing the world with points of visibility
Getting ready How to do it... How it works... There's more...
Representing the world with a self-made navigation mesh
Getting ready How to do it... How it works...
Finding your way out of a maze with DFS
Getting ready How to do it... How it works... There's more...
Finding the shortest path in a grid with BFS
Getting ready How to do it... How it works... There's more...
Finding the shortest path with Dijkstra
Getting ready How to do it... How it works... There's more...
Finding the best-promising path with A*
Getting ready How to do it... How it works... There's more... See also
Improving A* for memory – IDA*
Getting ready How to do it... How it works... There's more...
Planning navigation in several frames – time-sliced search
Getting ready How to do it... How it works... See also
Smoothing a path
Getting ready How to do it... How it works...
Decision Making
Introduction Choosing through a decision tree
Getting ready How to do it... How it works... There's more...
Implementing a finite-state machine
Getting ready How to do it... How it works... There's more...
Improving FSMs: hierarchical finite-state machines
Getting ready How to do it... How it works... See also
Implementing behavior trees
Getting ready How to do it... How it works... See also
Working with fuzzy logic
Getting ready How to do it... How it works... There's more... See also
Making decisions with goal-oriented behaviors
Getting ready How to do it... How it works...
Implementing a blackboard architecture
Getting ready How to do it... How it works... There's more...
Experimenting with Unity's animation state machine
Getting ready How to do it... How it works... There's more...
The New NavMesh API
Introduction Setting up the NavMesh building components
Getting ready How to do it... How it works... There's more... See also
Creating and managing NavMesh for multiple types of agents
Getting ready How to do it... How it works... There's more...
Creating and updating NavMesh data at runtime
Getting ready How to do it... How it works...
Controlling the lifetime of the NavMesh instance
Getting started How to do it... How it works... There's more...
Connecting multiple instances of NavMesh
Getting ready How to do it... How it works... There's more...
Creating dynamic NavMeshes with obstacles
Getting ready How to do it... How it works... There's more... See also
Implementing some behaviors using the NavMesh API
Getting ready How to do it... How it works... There's more...
Coordination and Tactics
Introduction Handling formations
Getting ready How to do it... How it works... There's more... See also
Extending A* for coordination – A*mbush
Getting ready How to do it... How it works... There's more...
Analyzing waypoints by height
Getting ready How to do it... How it works...
Analyzing waypoints by cover and visibility
Getting ready How to do it... How it works...
Creating waypoints automatically
Getting ready How to do it... How it works... There's more... See also
Exemplifying waypoints for decision making
Getting ready How to do it... How it works... See also
Implementing influence maps
Getting ready How to do it... How it works... There's more... See also
Improving influence with map flooding
Getting ready How to do it... How it works... See also
Improving influence with convolution filters
Getting ready How to do it... How it works... There's more... See also
Building a fighting circle
Getting ready How to do it... How it works... There's more... See also
Agent Awareness
Introduction The seeing function using a collider-based system
Getting ready How to do it... How it works...
The hearing function using a collider-based system
Getting ready How to do it... How it works... There's more...
The smelling function using a collider-based system
Getting ready How to do it... How it works... There's more...
The seeing function using a graph-based system
Getting ready How to do it... How it works...
The hearing function using a graph-based system
Getting ready How to do it... How it works... There's more... See also
The smelling function using a graph-based system
Getting ready How to do it... How it works... See also
Creating awareness in a stealth game
Getting ready How to do it... How it works... There's more... See also
Board Games and Applied Search AI
Introduction Working with the game-tree class
Getting ready... How to do it... How it works... See also
Implementing Minimax
Getting ready... How to do it... How it works... See also
Implementing Negamax
Getting ready... How to do it... How it works... There's more... See also
Implementing AB Negamax
Getting ready... How to do it... How it works... See also
Implementing NegaScout
Getting ready... How to do it... How it works... See also
Implementing a Tic-Tac-Toe rival
Getting ready... How to do it... How it works... There's more... See also
Implementing a Checkers rival
Getting ready... How to do it... How it works... There's more...
Implementing Rock-Paper-Scissors AI with UCB1
Getting ready... How to do it... How it works... There's more... See also
Implementing regret matching
Getting ready... How to do it... How it works... There's more... See also
Learning Techniques
Introduction Predicting actions with an N-Gram predictor
Getting ready... How to do it... How it works... There's more...
Improving the predictor – Hierarchical N-Gram
Getting ready... How to do it... How it works...
Learning to use Naïve Bayes classifier
Getting ready... How to do it... How it works...
Implementing reinforcement learning
Getting ready... How to do it... How it works...
Implementing artificial neural networks
Getting ready... How to do it... How it works...
Procedural Content Generation
Introduction Creating mazes with Depth-First Search
Getting ready How to do it... How it works...
Implementing the constructive algorithm for dungeons and islands
Getting ready How to do it... How it works... There's more... See also
Generating landscapes
Getting ready How to do it... How it works...
Using N-Grams for content generation
Getting ready How to do it... How it works... There's more... See also
Generating enemies with the evolutionary algorithm
Getting ready How to do it... How it works... There's more... See also
Miscellaneous
Introduction Creating and managing Scriptable Objects
Getting ready How to do it... How it works... There's more... See also
Handling random numbers better
Getting ready How to do it... There's more... See also
Building an air-hockey rival
Getting ready How to do it... How it works... See also
Implementing an architecture for racing games
Getting ready How to do it... How it works...
Managing race difficulty using a rubber-band system
Getting ready How to do it... How it works...
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