Unity 4.x Game AI Programming
Aung Sithu Kyaw, Clifford Peters, Thet Naing Swe
- 出版商: Packt Publishing
- 出版日期: 2013-07-18
- 售價: $1,840
- 貴賓價: 9.5 折 $1,748
- 語言: 英文
- 頁數: 232
- 裝訂: Paperback
- ISBN: 1849693404
- ISBN-13: 9781849693400
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相關分類:
遊戲引擎 Game-engine、人工智慧
海外代購書籍(需單獨結帳)
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相關主題
商品描述
Use your basic knowledge of Unity3D to add effective artificial intelligence to your games. This tutorial will take you through all the essentials, from flocking to pathfinding, from navigation graphs to behavior trees.
Overview
- A practical guide with step-by-step instructions and example projects to learn Unity3D scripting
- Learn pathfinding using A* algorithms as well as Unity3D pro features and navigation graphs.
- Implement finite state machines (FSMs), path following, and steering algorithms.
In Detail
This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.
Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques.
This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, we’ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we’ll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.
Game AI Scripting in Unity3d covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.
What you will learn from this book
- Building finite state machines (FSMs)
- Implementing a sensory system
- Applying flocking behavior for a crowd
- Executing your own A* pathfinding algorithm in Unity3D
- Applying random and probability techniques in a betting game
- Using the Unity3D pro feature, navigation graphs, for path finding
- Learning about behavior trees and the Behave plugin
- Implementing a racing game AI through the final chapter project
Approach
Step-by-step practical tutorial
Who this book is written for
Are 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.
商品描述(中文翻譯)
使用您對Unity3D的基本知識,為您的遊戲添加有效的人工智能。本教程將帶您了解所有基本知識,從群體行為到尋徑,從導航圖到行為樹。
概述:
- 一本實用指南,提供逐步指導和示例項目,以學習Unity3D腳本編寫。
- 學習使用A*算法進行尋徑,以及Unity3D專業功能和導航圖。
- 實現有限狀態機(FSMs)、路徑跟隨和轉向算法。
詳細內容:
本書填補了人工智能(AI)書籍和一般Unity3D書籍之間的空白。前者旨在學習底層AI算法,而後者則涵蓋Unity3D中基本場景設置和腳本編寫。《Unity3D遊戲AI腳本編寫》涵蓋了在Unity3D中實現AI技術的內容,包括群體行為、尋徑、路徑跟隨和行為樹等,並提供示例項目。
《Unity3D遊戲AI腳本編寫》將向您展示如何使用C#作為腳本語言,將AI技術應用於Unity3D項目。與其他AI和Unity3D書籍不同,本書更加關注AI技術在Unity3D引擎中的應用,並提供示例項目,演示有限狀態機(FSMs)、尋徑、轉向、導航圖和行為樹技術。
本書通過從頭開始使用C#實現各種AI技術,應用Unity3D內置功能,或使用Unity資源商店中的腳本和插件來實現。例如,我們將實現自己的A*算法進行尋徑,同時也將探索Unity3D的導航圖功能。然後,我們將使用Behave插件構建行為樹,實現智能AI角色行為。
《Unity3D遊戲AI腳本編寫》還涵蓋了其他AI技術,如群體行為、構建感知系統以接收環境和其他AI代理的輸入等。在最後一章中,本書將向您展示如何使用Unity3D構建賽車遊戲AI項目,應用前面章節中描述的技術。
本書將教您:
- 構建有限狀態機(FSMs)
- 實現感知系統
- 應用群體行為於人群
- 在Unity3D中執行自己的A*尋徑算法
- 在賭博遊戲中應用隨機和概率技術
- 使用Unity3D專業功能導航圖進行尋徑
- 了解行為樹和Behave插件
- 通過最後一章項目實現賽車遊戲AI
這本書的特點是:
- 逐步實用教程
- 適合具備Unity3D基礎知識的程式設計師
- 提供簡單易懂的指導、大量示例代碼和項目
- 使用C#作為腳本語言,但如果您熟悉其他語言,也能輕鬆跟隨本書。