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Unity 2017 Game AI Programming
Third Edition
Leverage the power of Artificial Intelligence to program smart entities for your games
Ray Barrera
Aung Sithu Kyaw
Thet Naing Swe
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BIRMINGHAM - MUMBAI
Unity 2017 Game AI ProgrammingThird Edition
Copyright 2018 Packt Publishing
All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior written permission of the publisher, except in the case of brief quotations embedded in critical articles or reviews.
Every effort has been made in the preparation of this book to ensure the accuracy of the information presented. However, the information contained in this book is sold without warranty, either express or implied. Neither the authors, nor Packt Publishing or its dealers and distributors, will be held liable for any damages caused or alleged to have been caused directly or indirectly by this book.
Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
Commissioning Editor: Kunal Chaudhari
Acquisition Editor: Reshma Raman
Content Development Editor: Francis Carneiro
Technical Editor: Murtaza Tinwala
Copy Editor: Safis Editing
Project Coordinator: Devanshi Doshi
Proofreader: Safis Editing
Indexer: Tejal Daruwale Soni
Graphics: Jason Monteiro
Production Coordinator: Shraddha Falebhai
First published: July 2013
Second edition: September 2015
Third edition: January 2018
Production reference: 1090118
Published by Packt Publishing Ltd.
Livery Place
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Birmingham
B3 2PB, UK.
ISBN 978-1-78847-790-1
www.packtpub.com
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Contributors
About the authors
Ray Barrera is a software engineer, who has spent the better part of the decade working on various serious, entertainment and educational projects in Unity. He has spoken at college campuses, and presented a talk at Unite 2017 in Austin, on app development in Unity. He is currently working in education tech as director of mobile engineering at a well-known education company. Free time outside of work is spent on a number of hobbies, including hiking, music, and cooking (primarily Mexican food).
I'd like to thank my friends and family and my wonderful fiancee, Cara, who is the most supportive and amazing partner a man could wish for. I would also like to dedicate this book to my amazing mother, Maria, whom I lost earlier this year. She shaped me into the man I am today, and I could not be more thankful to her. I love you and miss you, mom.
Aung Sithu Kyaw is passionate about graphics programming, creating video games, writing, and sharing knowledge with others. He holds an MSc in digital media technology from the Nanyang Technological University (NTU), Singapore. Lastly, he worked as a research associate, which involved implementing a sensor-based real-time movie system using Unreal Development Kit. In 2011, he founded a tech start-up focusing on interactive media productions and backend server-side technologies.
Thet Naing Swe has been working in the software and game industry for more than 10 years and has a passion for creating all types of games including serious, casual, casino and AAA games.
He received the 1st class Honor Degree in Computer Games Development from University of Central Lancashire, UK in 2008 and started working as a game programmer at CodeMonkey studio for a year before joining NTU Singapore as a graphic programmer using UDK. He founded JoyDash Pte Ltd Singapore in 2014 where it produces casino, casual and multiplayer mobile games mainly for Myanmar market.
About the reviewer
Davide Aversa completed his Master in Robotics and Artificial Intelligence and Ph.D. in Computer Science at La Sapienza University of Rome where he has been involved in research applied to pathfinding and decision making for digital games characters, and computational creativity.
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Preface
Welcome to the wonderful world of AI in games, or, more specifically, AI in Unity. This book focuses on the Unity implementations of AI-related features and also delves into the basic concepts behind those features. It even provides ground-up examples of some of them. Along the way, this book provides example projects and sample code for the reader to follow, play with, and, hopefully, build upon in their own projects.
Who this book is for
While the reader is not expected to be an advanced programmer, this book does assume some base-level knowledge of C# and scripting in Unity. That said, the sample code provided is well commented and explained throughout the book in a very detailed way, in order to describe the reason behind each decision and every line of code. Familiarity with some of the algorithms provided is certainly helpful, but by no means required. This book will explain the theory and origin of the concepts and then delve into implementations that highlight the core functionality we're looking for. Extraneous code is kept to a minimum to allow the reader to truly focus on the book's main objectivelearning AI game programming in Unity.
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