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Index
Title Page Copyright and Credits
Unity Artificial Intelligence Programming Fourth Edition
HumbleBundle Dedication About Packt
Why subscribe? Packt.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
Introduction to AI
Artificial Intelligence (AI) AI in games AI techniques
Finite State Machines (FSMs) Random and probability in AI The sensor system
Polling The messaging system
Flocking, swarming, and herding Path following and steering A* pathfinding A navigation mesh The behavior trees Locomotion
Summary
Finite State Machines
The player's tank
Initialization
Shooting bullet Controlling the tank
The Bullet class Setting up waypoints The abstract FSM class The enemy tank AI
The Patrol state The Chase state The Attack state The Dead state
Taking damage
Using an FSM framework
The AdvanceFSM class The FSMState class The state classes
The PatrolState class
The NPCTankController class
Summary
Randomness and Probability
Randomness in games
Randomness in computer science The Unity Random class
Simple random dice game
Definitions of probability
Independent and related events Conditional probability
Loaded dice
Character personalities FSM with probability Dynamic AI Demo slot machine
Random slot machine Weighted probability
Near miss
Summary Further reading
Implementing Sensors
Basic sensory systems Scene setup The player's tank and the aspect class
The player's tank Aspect
AI characters
Sense Sight Touch
Testing Summary
Flocking
Basic flocking behavior
Individual behavior Controller
Alternative implementation
FlockController
Summary
Path-Following and Steering Behaviors
Following a path
Path script Path-following agents
Avoiding obstacles
Adding a custom layer Obstacle avoidance
Summary
A* Pathfinding
Revisiting the A* algorithm Implementing the A* algorithm
Node PriorityQueue The GridManager class The AStar class The TestCode class
Setting up the scene Testing the pathfinder Summary
Navigation Mesh
Setting up the map
Navigation static Baking the navigation mesh NavMesh agent
Updating an agents' destinations
The Target.cs class
Scene with slope Navigation areas Off Mesh Links
Generated Off Mesh Links Manual Off Mesh Links
Summary
Behavior Trees
Introduction to Behavior Trees
A simple example – patrolling robot
Implementing a BT in Unity with Behavior Bricks
Set up the scene Implement a Day/Night cycle Design the Enemy Behavior Implement the Nodes Building the Tree Attach the BT to the Enemy
Summary External Resources
Machine Learning in Unity
The Unity Machine Learning Agents Toolkit How to install the ML-Agents Toolkit
Installing Python and TensorFlow on Windows Installing Python and TensorFlow on macOS and Unix-like systems
Using the ML-Agents Toolkit – a basic example
Creating the scene Implementing the code Adding the final touches Training a Brain object Training the agent
Summary Further reading
Putting It All Together
Basic game structure Adding automated navigation
Creating the NavMesh Setting up the agent Fixing the GameManager script
Creating decision-making AI with FSM Summary
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