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|a Kyaw, Aung Sithu.
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1 |
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|a Unity 4.x Game AI Programming.
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260 |
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|a Birmingham :
|b Packt Publishing,
|c 2013.
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300 |
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|a 1 online resource (232 pages)
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336 |
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|a text
|b txt
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|a computer
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|a Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to AI; Artificial Intelligence (AI); AI in games; AI techniques; Finite State Machines (FSM); 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; The Dijkstra's algorithm; Summary; Chapter 2: Finite State Machines; The player's tank; The PlayerTankController class; Initialization; Shooting bullet.
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505 |
8 |
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|a Controlling the tankThe 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; Chapter 3: Random and Probability; Random; Random class; Simple random dice game; Definition of probability; Independent and related events; Conditional probability; A loaded dice; Character personalities; FSM with probability; Dynamic AI; Demo slot machine.
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505 |
8 |
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|a Random slot machineWeighted probability; Near miss; Summary; Chapter 4: Implementing Sensors; Basic sensory systems; Scene setup; Player tank and aspect; Player tank; Aspect; AI character; Sense; Perspective; Touch; Testing; Summary; Chapter 5: Flocking; Flocking from Unity's Island Demo; Individual Behavior; Controller; Alternative implementation; FlockController; Summary; Chapter 6: Path Following and Steering Behaviors; Following a path; Path script; Path follower; Avoiding obstacles; Adding a custom layer; Obstacle avoidance; Summary; Chapter 7: A* Pathfinding; A* algorithm revisit.
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505 |
8 |
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|a ImplementationNode; PriorityQueue; GridManager; AStar; TestCode class; Scene setup; Testing; Summary; Chapter 8: Navigation Mesh; Introduction; Setting up the map; Navigation Static; Baking the navigation mesh; Nav Mesh Agent; Updating agents' destinations; Scene with slope; NavMeshLayers; Off Mesh Links; Generated Off Mesh Links; Manual Off Mesh Links; Summary; Chapter 9: Behavior Trees; Behave plugin; Workflow; Action; Interfacing with the script; Decorator; Behave debugger; Sequence; Exploring Behave results; Selector; Priority selector; Parallel; Reference.
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505 |
8 |
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|a The Robots versus Aliens projectSummary; Chapter 10: Putting it All Together; Scene setup; Tags and layers; Vehicles; Player car controller; AI Car Controller; Finite State Machines (FSMs); Patrol state; Chase state; Attack state; Weapons; Gun; Bullet; Launcher; Missile; Summary; Index.
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520 |
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|a Step-by-step practical tutorialAre you are a programmer with basic knowledge of Unity3D who would like to add AI features to your game? Are you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projects? Then this book is for you. You should have some background in C♯ language as this book will use C♯ for scripting. However if you know any other language you should be able to follow this book fairly easily.
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|a Kyaw, Aung Sithu.
|t Unity 4.x Game AI Programming.
|d Birmingham : Packt Publishing, ©2013
|z 9781849693400
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