Beginning Game AI with Unity: Programming Artificial Intelligence with C#


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Description

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



Author: Sebastiano M. Cossu
Publisher: Apress
Published: 12/06/2020
Pages: 143
Binding Type: Paperback
Weight: 0.51lbs
Size: 9.21h x 6.14w x 0.34d
ISBN13: 9781484263549
ISBN10: 1484263545
BISAC Categories:
- Computers | Programming | Games
- Computers | Artificial Intelligence | General

About the Author
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.