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181215s2018 enk o 000 0 eng d |
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|a EBLCP
|b eng
|e pn
|c EBLCP
|d MERUC
|d OCLCQ
|d UKAHL
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|a 9781789531459
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|a 1789531454
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|b 000065066695
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|a (OCoLC)1079006331
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|a Q336
|b .A947 2018
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|a 006.3
|2 23
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|a UAMI
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|a Aversa, Davide.
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|a Unity Artificial Intelligence Programming :
|b Add Powerful, Believable, and Fun AI Entities in Your Game with the Power of Unity 2018!, 4th Edition.
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|a 4th ed.
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|a Birmingham :
|b Packt Publishing Ltd,
|c 2018.
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|a 1 online resource (238 pages)
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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|a Print version record.
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|a Cover; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Chapter 1: 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; Chapter 2: Finite State Machines; The player's tank; Initialization; Shooting bullet; Controlling the tank; The Bullet class; Setting up waypoints
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|a The abstract FSM classThe 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; Chapter 3: 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
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|a Random slot machineWeighted probability; Near miss; Summary; Further reading; Chapter 4: 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; Chapter 5: Flocking; Basic flocking behavior; Individual behavior; Controller; Alternative implementation; FlockController; Summary; Chapter 6: Path-Following and Steering Behaviors; Following a path; Path script; Path-following agents; Avoiding obstacles; Adding a custom layer; Obstacle avoidance; Summary
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|a Chapter 7: A* PathfindingRevisiting 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; Chapter 8: 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; Chapter 9: Behavior Trees; Introduction to Behavior Trees; A simple example -- patrolling robot
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|a Implementing a BT in Unity with Behavior BricksSet 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; Chapter 10: 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
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|a Training the agent
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|a Unity 2018 provides game and app developers with a variety of tools to implement Artificial Intelligence(AI). Leveraging these tools via Unity's API allows limitless possibilities for creating your game's worlds and characters. This edition will break down AI into simple concepts to give you a fundamental understanding of the topic to build upon.
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590 |
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|a ProQuest Ebook Central
|b Ebook Central Academic Complete
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650 |
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|a Artificial intelligence
|x Data processing.
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650 |
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|a Computer programming.
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650 |
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|a Computer Games
|x Programming.
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|a Artificial Intelligence.
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|a Three-dimensional Display Systems.
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650 |
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|a Computers
|x Programming
|x Games.
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650 |
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|a Computers
|x Artificial Intelligence
|x General.
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650 |
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|a Computers
|x Software Development & Engineering
|x Computer Graphics.
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650 |
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|a Intelligence artificielle
|x Informatique.
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650 |
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|a Programmation (Informatique)
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650 |
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|a computer programming.
|2 aat
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650 |
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|a Artificial intelligence
|x Data processing
|2 fast
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650 |
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|a Computer programming
|2 fast
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700 |
1 |
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|a Kyaw, Aung Sithu.
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700 |
1 |
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|a Peters, Clifford.
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758 |
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|i has work:
|a Unity Artificial Intelligence Programming (Text)
|1 https://id.oclc.org/worldcat/entity/E39PD3dhgRGFvdwpwBCxxY3pvb
|4 https://id.oclc.org/worldcat/ontology/hasWork
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776 |
0 |
8 |
|i Print version:
|a Aversa, Davide.
|t Unity Artificial Intelligence Programming : Add Powerful, Believable, and Fun AI Entities in Your Game with the Power of Unity 2018!, 4th Edition.
|d Birmingham : Packt Publishing Ltd, ©2018
|z 9781789533910
|
856 |
4 |
0 |
|u https://ebookcentral.uam.elogim.com/lib/uam-ebooks/detail.action?docID=5609758
|z Texto completo
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938 |
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|a Askews and Holts Library Services
|b ASKH
|n AH35657839
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938 |
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|a ProQuest Ebook Central
|b EBLB
|n EBL5609758
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994 |
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|a 92
|b IZTAP
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