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

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

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Book cover of Beginning Game AI with Unity Sebastiano M Cossu Beginning - photo 1
Book cover of Beginning Game AI with Unity
Sebastiano M. Cossu
Beginning Game AI with Unity
Programming Artificial Intelligence with C#
1st ed.
Logo of the publisher Sebastiano M Cossu LONDON UK Any source code or - photo 2
Logo of the publisher
Sebastiano M. Cossu
LONDON, UK

Any source code or other supplementary material referenced by the author in this book is available to readers on GitHub via the books product page, located at www.apress.com/978-1-4842-6354-9 . For more detailed information, please visit http://www.apress.com/source-code .

ISBN 978-1-4842-6354-9 e-ISBN 978-1-4842-6355-6
https://doi.org/10.1007/978-1-4842-6355-6
Sebastiano M. Cossu 2021
Standard Apress
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. The publisher remains neutral with regard to jurisdictional claims in published maps and institutional affiliations.
Distributed to the book trade worldwide by Springer Science+Business Media New York, 1 New York Plaza, Suite 4600, New York, NY 10004-1562, USA. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com, or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.

To the victims of COVID-19

Introduction

In this book, you will learn what Artificial Intelligence is and how to build an intelligent agent.

We will cover the fundamentals of game AI programming starting from creating the fundamentals of linear algebra, moving to pathfinding and search algorithms to create agents that can navigate into complex 3D worlds, and finally landing in the world of behavior programming to build fun and interesting NPCs.

Lets take a closer look to what each chapter is going to cover.

Chapter , Introduction

This chapter is an introduction to the topics we are about to explore, with some important definition and background information about AI and more importantly AI in video games.

Chapter , The Basics

In this chapter, we will explore the fundamentals of 3D math with a brief introduction to some important concepts of linear algebra.

This chapter is essential to understand how you can make objects move in a 3D space.

In this chapter, we will build a simple NPC that will move toward a point in a 3D plane with no obstacles by just applying linear algebra.

Chapter , Paths and Waypoints

In this chapter, we will talk about pathfinding, one of the foundations of AI. We will start with a quick introduction to graph theory, and we will introduce some important algorithms and how to use them to solve game-related problems.

In this chapter, we will introduce the navigation problem by building an NPC capable of navigating in a maze using a waypoint system and pathfinding algorithms.

Chapter , Navigation

In this chapter, we will continue the talk about navigation. We will introduce the de facto standard to solve navigation problems: applying A* to a NavMesh.

In this chapter, we will create an NPC capable of reaching any walkable part of a 3D map (with obstacles) by finding the shortest path from its starting point to the users selected goal.

Chapter , Behaviors

In this chapter, you will learn how to tackle the challenge of creating an intelligent (or apparently so) NPC able to behave differently according to the environment and the situation in which it is in by using Finite-State Machines.

In this chapter, we will build a mini stealth game featuring a labyrinth and a guard that will patrol the area looking for the player and chasing them. You will learn how to implement a cone view to make the agent perceive the environment and how to implement various behaviors and to trigger them according to the situation.

Acknowledgments

I wrote this book in a very strange time in history: a new unknown virus spread and changed our lives forever things that I only saw in video games until this moment.

It was a year full of chaos, fear, and uncertainties, and writing a book in this moment wasnt easy, and I would never have been able to do it without the priceless support of my family and friends to whom all my love and gratitude goes. Thank you for being always close even when you were far.

A special thanks to my sister Daniela who cycled many kilometers just to check on me and have wonderful social distanced chats in the park and also managed to organize the best virtual birthday during lockdown with all the big family from Italy, including my dear grandma Maria. Thank you so much! You are my rock.

Warmest thanks to Elena, Andrea, Nora and Federica for always being there and gifting me with their precious friendship.

I want to take the opportunity to thank the Red Cross volunteers, healthcare workers, and everyone who worked hard to help us all during the COVID-19 pandemic. Thank you all!

Thanks to the amazing Apress team and to the great people at Feral Interactive for their support, friendship and humanity in such a challenging moment.

Finally, thanks to you who bought this book and are about to start your journey into game AI. I hope that this little book will help you reach your goals.

Table of Contents
About the Author
Sebastiano Cossu
is a software engineer and game developer He studied Computer Science at the - photo 3
is a software engineer and game developer. He studied Computer Science at the University of Rome La Sapienza. He is currently working as a Game Developer at Feral Interactive Ltd. in London. He wrote the Apress book Game Development with GameMaker Studio 2.
About the Technical Reviewer
Abhiram A
An immersive technology enthusiast Mr Abhiram A is a Unity3D Ambassador for - photo 4
An immersive technology enthusiast, Mr Abhiram A is a Unity3D Ambassador for Unity India and is the cofounder of Odyn Reality, an XR Tech startup. He doubles as Technical Officer XR at Kerala Startup Mission and XR Coach for SV.CO Facebook School of Innovation. He was also part of Future Technologies Lab, Kochi, as a Research Fellow in VR. He is a Udacity VR Nanodegree graduate and a Unity Certified Developer.
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