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Unity 2018 Artificial Intelligence Cookbook : Over 90 Recipes to Build and Customize AI Entities for Your Games with Unity, 2nd Edition.

With the help of Artificial Intelligence, you can create engaging games consisting of intelligent enemies and intellectual behavior. Using Unity's API or built-in features allows limitless possibilities to create your game's worlds and characters. This cookbook covers essential techniques...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Palacios, Jorge
Formato: Electrónico eBook
Idioma:Inglés
Publicado: Birmingham : Packt Publishing Ltd, 2018.
Edición:2nd ed.
Temas:
Acceso en línea:Texto completo

MARC

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245 1 0 |a Unity 2018 Artificial Intelligence Cookbook :  |b Over 90 Recipes to Build and Customize AI Entities for Your Games with Unity, 2nd Edition. 
250 |a 2nd ed. 
260 |a Birmingham :  |b Packt Publishing Ltd,  |c 2018. 
300 |a 1 online resource (327 pages) 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
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588 0 |a Print version record. 
505 0 |a Cover; Title Page; Copyright and Credits; Dedication; Packt Upsell; Contributors; Table of Contents; Preface; Chapter 1: 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. 
505 8 |a Getting readyHow 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 ... 
505 8 |a 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 ... ; Chapter 2: 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 ... 
505 8 |a Representing the world with a self-made navigation meshGetting 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. 
505 8 |a 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 ... ; Chapter 3: 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. 
500 |a Implementing behavior trees. 
520 |a With the help of Artificial Intelligence, you can create engaging games consisting of intelligent enemies and intellectual behavior. Using Unity's API or built-in features allows limitless possibilities to create your game's worlds and characters. This cookbook covers essential techniques to help you take your game AI programming to the next level. 
590 |a ProQuest Ebook Central  |b Ebook Central Academic Complete 
650 0 |a Video games  |x Programming. 
650 6 |a Jeux vidéo  |x Programmation. 
650 7 |a Video games  |x Programming  |2 fast 
758 |i has work:  |a Unity 2018 artificial intelligence cookbook (Text)  |1 https://id.oclc.org/worldcat/entity/E39PCFTT9FR8GRcMtxBwHyDXh3  |4 https://id.oclc.org/worldcat/ontology/hasWork 
776 0 8 |i Print version:  |a Palacios, Jorge.  |t Unity 2018 Artificial Intelligence Cookbook : Over 90 Recipes to Build and Customize AI Entities for Your Games with Unity, 2nd Edition.  |d Birmingham : Packt Publishing Ltd, ©2018  |z 9781788626170 
856 4 0 |u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=5504392  |z Texto completo 
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