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Unity 2017 Game AI Programming

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  • ÃâÆÇ»ç : Packt Publishing
  • ¹ßÇà : 2018³â 03¿ù 01ÀÏ
  • Âʼö : 254
  • ISBN : 9781788477901
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Chapter 1 The Basics of AI in Games
Chapter 2 Finite State Machines and You
Chapter 3 Implementing Sensors
Chapter 4 Finding Your Way
Chapter 5 Flocks and Crowds
Chapter 6 Behavior Trees
Chapter 7 Using Fuzzy Logic to Make Your AI Seem Alive
Chapter 8 How It All Comes Together

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Use Unity 2017 to create fun and unbelievable AI entities in your games with A*, Fuzzy logic and NavMesh

Key Features
Explore the brand-new Unity 2017 features that makes implementing Artificial Intelligence in your game easier than ever
Use fuzzy logic concepts in your AI decision-making to make your characters more engaging
Build exciting and richer games by mastering advanced Artificial Intelligence concepts such as Neural Networks

Book Description

Unity 2017 provides game and app developers with a variety of tools to implement Artificial Intelligence. Leveraging these tools via Unity's API or built-in features allows limitless possibilities when it comes to creating your game's worlds and characters.

This third edition with Unity will help you break down Artificial Intelligence into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts, and features related to game AI in Unity 5. Further on you will learn to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM).

Next you'll learn how to use Unity's built-in NavMesh feature and implement your own A* pathfinding system. You will then learn how to implement simple flocks and crowd's dynamics, key AI concepts. Moving on, you will learn how to implement a behavior tree through a game-focused example. Lastly, you'll combine fuzzy logic concepts with state machines and apply all the concepts in the book to build a simple tank game.

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