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Beginning Game AI with Unity Sebastiano M. Cossu

Beginning Game AI with Unity By Sebastiano M. Cossu

Beginning Game AI with Unity by Sebastiano M. Cossu


$60.79
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Summary

Beginning-Intermediate user level

Beginning Game AI with Unity Summary

Beginning Game AI with Unity: Programming Artificial Intelligence with C# by Sebastiano M. Cossu

Game developers will use this book to gain a basic knowledge of programming artificial intelligence using Unity and C#. You will not be bored learning the theory underpinning AI. Instead, you will learn by experience and practice, and complete an engaging project in each chapter.

AI is the one of the most popular subjects in gaming today, ranging from controlling the behavior of non-player characters to procedural generated levels. This book starts with an introduction to AI and its use in games. Basic moving behaviors and pathfinding are covered, and then you move through more complex concepts of pathfinding and decision making.

What You Will Learn
  • Understand the fundamentals of AI
  • Create gameplay-based AI to address navigation and decision-making problems
  • Put into practice graph theory and behavior models
  • Address pathfinding problems
  • Use the A* algorithm, the deus ex machina of pathfinding algorithms
  • Create a mini stealth game

Who This Book Is For
Developers and programming enthusiasts with a basic knowledge of Unity and C# who want to understand and master the foundations of artificial intelligence in games

About Sebastiano M. Cossu

Sebastiano Cossu is a software engineer and game developer. He studied computer science at the University of Rome "La Sapienza". He is currently working as Game UI Developer at Feral Interactive Ltd. in London. He wrote the Apress book, Game Development with GameMaker Studio 2.

Table of Contents

Chapter 1: Introduction

Chapter Goal: An introduction to the book where goals and main topics are introduced to the reader.

Sub -Topics

1. What is AI?

2. AI in games

3. Intelligent agents

4. Knowledge representation

Chapter 2: Movements

Chapter Goal: Introducing the reader to steering and basic AI moving behaviors, in particular wandering and following the player.

Sub - Topics

1. Moving in a 2D world

2. Moving in a 3D world

3. Steering

4. Moving behaviors (wandering vs following)

5. A case study: car games

6. Project: mini car traffic simulator

Chapter 3: Pathfinding

Chapter Goal: Introducing the reader to pathfinding algorithms and problem-solving approaches.

Sub - Topics:

1. Graphs

2. Pathfinding algorithms: Dijkstra

3. Pathfinding algorithms: A*

4. World representation

5. Constraint Satisfaction Problems (CSP)

6. Improving on pathfinding

7. A case study: Warcraft

8. Project: Labyrinth

Chapter 4: Decision Making

Chapter Goal: How does AI takes decisions? In this chapter, the reader will understand how to implement the ability to reason and plan actions using data structures to represent knowledge and search algorithms to find the best sequence of actions.

Sub - Topics:

1. Decision trees

2. Finite-state machines (FSM)

3. Behavior trees

4. Fuzzy logic

5. Goal-oriented behavior

7. Rule-based systems

9. A case study: Halo

10. Project: Wumpus' Cave Explorer

Chapter 5: Tactics and Strategy

Chapter Goal: Putting together all the knowledge acquired in the previous chapters to build intelligent agents that can perform well against the player.

Sub - Topics:

1. Putting things together: intelligent agents in action

2. Strategy planning

3. Tactical pathfinding

4. Coordination and tactics in PVE: ambushing the player

5. A case study: 007 Goldeneye

6. Project: Chess with guns

Additional information

NGR9781484263549
9781484263549
1484263545
Beginning Game AI with Unity: Programming Artificial Intelligence with C# by Sebastiano M. Cossu
New
Paperback
APress
2020-12-06
143
N/A
Book picture is for illustrative purposes only, actual binding, cover or edition may vary.
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