Unity 5.x game AI programming cookbook : build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques /
Annotation
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing,
2016.
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Colección: | Quick answers to common problems.
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Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Author; About the Reviewers; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Behaviors
- Intelligent Movement; Introduction; Creating the behavior template; Pursuing and evading; Arriving and leaving; Facing objects; Wandering around; Following a path; Avoiding agents; Avoiding walls; Blending behaviors by weight; Blending behaviors by priority; Combining behaviors using a steering pipeline; Shooting a projectile; Predicting a projectile's landing spot; Targeting a projectile; Creating a jump system; Chapter 2: Navigation; Introduction
- Representing the world with gridsRepresenting the world with Dirichlet domains; Representing the world with points of visibility; Representing the world with a self-made navigation mesh; Finding your way out of a maze with DFS; Finding the shortest path in a grid with BFS; Finding the shortest path with Dijkstra; Finding the best-promising path with A*; Improving A* for memory: IDA*; Planning navigation in several frames: time-sliced search; Smoothing a path; Chapter 3: Decision Making; Introduction; Choosing through a decision tree; Working a finite-state machine
- Improving FSMs: hierarchical finite-state machinesCombining FSMs and decision trees; Implementing behavior trees; Working with fuzzy logic; Representing states with numerical values: Markov system; Making decisions with goal-oriented behaviors; Chapter 4: Coordination and Tactics; Introduction; Handling formations; Extending A* for coordination: A*mbush; Creating good waypoints; Analyzing waypoints by height; Analyzing waypoints by cover and visibility; Exemplifying waypoints for decision making; Influence maps; Improving influence with map flooding
- Improving influence with convolution filtersBuilding a fighting circle; Chapter 5: Agent Awareness; Introduction; The seeing function using a collider-based system; The hearing function using a collider-based system; The smelling function using a collider-based system; The seeing function using a graph-based system; The hearing function using a graph-based system; The smelling function using a graph-based system; Creating awareness in a stealth game; Chapter 6.: Board Games AI; Introduction; Working with the game-tree class; Introducing Minimax; Negamaxing; AB Negamaxing; Negascouting
- Implementing a tic-tac-toe rivalImplementing a checkers rival; Chapter 7: Learning Techniques; .Introduction; Predicting actions with an N-Gram predictor; Improving the predictor: Hierarchical N-Gram; Learning to use Naïve Bayes classifiers; Learning to use decision trees; Learning to use reinforcement; Learning to use artificial neural networks; Creating emergent particles using a harmony search; Chapter 8: Miscellaneous; Introduction; Handling random numbers better; Building an air-hockey rival; Devising a table-football competitor; Creating mazes procedurally