Unity artificial intelligence programming : add powerful, believable, and fun AI entities in your game with the power of Unity 2018!
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Aversa, D., Kyaw, A. S., & Peters, C. (2018). Unity artificial intelligence programming: add powerful, believable, and fun AI entities in your game with the power of Unity 2018! (Fourth edition.). Packt Publishing.
Chicago / Turabian - Author Date Citation, 17th Edition (style guide)Aversa, Davide, Aung Sithu, Kyaw and Clifford, Peters. 2018. Unity Artificial Intelligence Programming: Add Powerful, Believable, and Fun AI Entities in Your Game With the Power of Unity 2018!. Birmingham, UK: Packt Publishing.
Chicago / Turabian - Humanities (Notes and Bibliography) Citation, 17th Edition (style guide)Aversa, Davide, Aung Sithu, Kyaw and Clifford, Peters. Unity Artificial Intelligence Programming: Add Powerful, Believable, and Fun AI Entities in Your Game With the Power of Unity 2018! Birmingham, UK: Packt Publishing, 2018.
Harvard Citation (style guide)Aversa, D., Kyaw, A. S. and Peters, C. (2018). Unity artificial intelligence programming: add powerful, believable, and fun AI entities in your game with the power of unity 2018! Fourth edn. Birmingham, UK: Packt Publishing.
MLA Citation, 9th Edition (style guide)Aversa, Davide,, Aung Sithu Kyaw, and Clifford Peters. Unity Artificial Intelligence Programming: Add Powerful, Believable, and Fun AI Entities in Your Game With the Power of Unity 2018! Fourth edition., Packt Publishing, 2018.
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Grouped Work ID | da0be2d2-f7e5-eaaf-7dbb-1957750eeb99-eng |
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Full title | unity artificial intelligence programming add powerful believable and fun ai entities in your game with the power of unity 2018 |
Author | aversa davide |
Grouping Category | book |
Last Update | 2025-01-24 12:33:29PM |
Last Indexed | 2025-02-07 03:31:27AM |
Book Cover Information
Image Source | default |
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First Loaded | Jul 12, 2023 |
Last Used | Jan 22, 2025 |
Marc Record
First Detected | Mar 21, 2023 11:50:52 AM |
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Last File Modification Time | May 12, 2023 04:38:33 AM |
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020 | |a 1789531454 | ||
020 | |a 9781789531459|q (electronic bk.) | ||
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049 | |a MAIN | ||
050 | 4 | |a QA76.76.C672 | |
082 | 0 | 4 | |a 794.81526|2 23 |
100 | 1 | |a Aversa, Davide,|e author. | |
245 | 1 | 0 | |a Unity artificial intelligence programming :|b add powerful, believable, and fun AI entities in your game with the power of Unity 2018! /|c Dr. Davide Aversa, Aung Sithu Kyaw, Clifford Peters. |
250 | |a Fourth edition. | ||
264 | 1 | |a Birmingham, UK :|b Packt Publishing,|c 2018. | |
300 | |a 1 online resource (1 volume) :|b illustrations | ||
336 | |a text|b txt|2 rdacontent | ||
337 | |a computer|b c|2 rdamedia | ||
338 | |a online resource|b cr|2 rdacarrier | ||
504 | |a Includes bibliographical references. | ||
505 | 0 | |a To get the most out of this book -- Get in touch -- Introduction to AI -- Artificial Intelligence (AI) -- AI in games -- AI techniques -- Summary -- Finite State Machines -- The player's tank -- Initialization -- Shooting bullet -- Controlling the tank -- The 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 -- Randomness and Probability -- Randomness in games -- Definitions of probability -- Character personalities -- FSM with probability -- Dynamic AI -- Demo slot machine -- Summary -- Further reading -- Implementing Sensors -- Basic sensory systems -- Scene setup -- The player's tank and the aspect class -- AI characters -- Testing -- Summary -- Flocking -- Basic flocking behavior -- Individual behavior -- Controller -- Alternative implementation -- FlockController -- Summary -- Path-Following and Steering Behaviors -- Following a path -- Path script -- Path-following agents -- Avoiding obstacles -- Adding a custom layer -- Obstacle avoidance -- Summary -- A* Pathfinding -- Revisiting 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 -- Navigation Mesh -- Setting up the map -- Navigation static -- Baking the navigation mesh -- NavMesh agent -- Updating an agents' destinations -- Scene with slope -- Navigation areas -- Off Mesh Links -- Generated Off Mesh Links -- Manual Off Mesh Links -- Summary -- Behavior Trees -- Introduction to Behavior Trees -- A simple example - patrolling robot -- Implementing a BT in Unity with Behavior Bricks -- Set 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 -- 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 -- Training the agent -- Summary -- Further reading -- Putting It All Together -- Basic game structure -- Adding automated navigation -- Creating the NavMesh -- Setting up the agent -- Fixing the GameManager script -- Creating decision-makingAI with FSM -- Summary. | |
588 | 0 | |a Online resource; title from title page (Safari, viewed February 1, 2019). | |
590 | |a O'Reilly|b O'Reilly Online Learning: Academic/Public Library Edition | ||
630 | 0 | 0 | |a Unity (Electronic resource) |
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650 | 0 | |a Video games|x Programming|9 70228 | |
650 | 0 | |a Artificial intelligence.|9 29344 | |
650 | 0 | |a Three-dimensional display systems.|9 58041 | |
700 | 1 | |a Kyaw, Aung Sithu,|e author. | |
700 | 1 | |a Peters, Clifford,|e author. | |
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