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Davide Aversa - Unity Artificial Intelligence Programming

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Learn and Implement game AI in Unity 2018 to build smart game environments and enemies with A*, Finite State Machines, Behavior Trees and NavMesh.

Key Features
  • Build richer games by learning the essential concepts in AI for games like Behavior Trees and Navigation Meshes
  • Implement character behaviors and simulations using the Unity Machine Learning toolkit
  • Explore the latest Unity 2018 features to make implementation of AI in your game easier
Book Description

Developing Artificial Intelligence (AI) for game characters in Unity 2018 has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from the basic techniques to cutting-edge machine learning-powered agents. Leveraging these tools via Unitys API or built-in features allows limitless possibilities when it comes to creating your games worlds and characters.

This fourth edition with Unity will help you break down AI into simple concepts to give you a fundamental understanding of the topic to build upon. Using a variety of examples, the book then takes those concepts and walks you through actual implementations designed to highlight key concepts and features related to game AI in Unity.

Further on, youll learn how to distinguish the state machine pattern and implement one of your own. This is followed by learning how to implement a basic sensory system for your AI agent and coupling it with a Finite State Machine (FSM).

Next, youll learn how to use Unitys built-in NavMesh feature and implement your own A* pathfinding system. Youll then learn how to implement simple ocks and crowd dynamics, which are key AI concepts in Unity. Moving on, youll learn how to implement a behavior tree through a game-focused example. Lastly, youll apply all the concepts in the book to build a popular game.

What you will learn
  • Create smarter game worlds and characters with C# programming
  • Apply automated character movement using pathfinding and steering behaviors
  • Implement non-player character decision-making algorithms using Behavior Trees and FSMs
  • Build believable and highly efficient artificial flocks and crowds
  • Create sensory systems for your AI with the most commonly used techniques
  • Construct decision-making systems to make agents take different actions
  • Explore the application of machine learning in Unity
Who this book is for

This book is intended for Unity developers with a basic understanding of C# and the Unity editor. Whether youre looking to build your first game or are looking to expand your knowledge as a game programmer, you will find plenty of exciting information and examples of game AI in terms of concepts and implementation.

Table of Contents
  1. Introduction to AI
  2. Finite State Machines
  3. Randomness and Probability
  4. Implementing Sensors
  5. Flocking
  6. Path Following and Steering Behaviors
  7. A* Pathfinding
  8. Navigation Mesh
  9. Behavior Trees
  10. Machine Learning
  11. Putting It All Together

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Unity Artificial Intelligence Programming Fourth Edition Add powerful - photo 1
Unity Artificial Intelligence Programming
Fourth Edition
Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!
Dr. Davide Aversa
Aung Sithu Kyaw
Clifford Peters

BIRMINGHAM - MUMBAI Unity Artificial Intelligence ProgrammingFourth Edition - photo 2

BIRMINGHAM - MUMBAI
Unity Artificial Intelligence ProgrammingFourth 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: Amarabha Banerjee
Acquisition Editor: Larissa Pinto
Content Development Editor: Keagan Carneiro
Technical Editor: Ralph Rosario
Copy Editor: Safis Editing
Project Coordinator: Pragati Shukla
Proofreader: Safis Editing
Indexer: Rekha Nair
Graphics: Alishon Mendonsa
Production Coordinator: Shantanu Zagade

First published: July 2013
Second edition: September 2015
Third edition: January 2018
Fourth edition: November 2018

Production reference: 1301118

Published by Packt Publishing Ltd.
Livery Place
35 Livery Street
Birmingham
B3 2PB, UK.

ISBN 978-1-78953-391-0

www.packtpub.com

To Gioia, my special one, because through the calm or rough sea, you are and always will be my lighthouse.
- Davide Aversa
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Contributors
About the authors

Dr. Davide Aversa holds a Ph.D. in Artificial Intelligence and an M.Sc. in Artificial Intelligence and Robotics from the University of Rome "La Sapienza" in Italy. He has a strong interest in Artificial Intelligence for the development of Interactive Virtual Agents and Procedural Content Generation (PCG). He serves at the PC of videogame-related conferences such as the IEEE Conference on Computational Intelligence and Games (CIG) and he also is regularly participating in game-jam contests. He also writes a blog on Game Design and game development.

I would like to thank my family for supporting me during the work on this book. I want to thank my employer for giving me the time to write this book. Finally, I would also like to thanks the editors at Packt for driving me through this challenging experience and for being understanding of my delays.

Aung Sithu Kyaw is passionate about graphics programming, creating video games, writing, and sharing knowledge with others. He holds an MSc degree in digital media technology from the Nanyang Technological University (NTU), Singapore. 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.

Clifford Peters is a programmer and a computer scientist. He has reviewed the following Packt Publishing books: Unity Game Development Essentials, Unity 3D Game Development by Example Beginner's Guide, Unity 3 Game Development Hotshot, Unity 3.x Game Development by Example Beginner's Guide, Unity iOS Game DevelopmentBeginner's Guide, and Unity iOS Essentials.

About the reviewer

Deepak Jadhav is a Game Developer based in Pune, India. Deepak received his Bachelors Degree in Computer Technology and Master's Degree in Game Programming and Project Management. Currently, He is working as Game Developer in the leading game development company in India. He has been involved in developing games on multiple platforms, such as PC, Mac, mobile. With years of experience in game development, he has a strong background in C# and C++, as well as he has built up skills in platforms including Unity, Unreal Engine, Augmented and Virtual Reality.

I would like to thank my family and friends for the continued support at every turn in my life. I also like to thank Author and Packt Publishing for giving me the opportunity to review this book.
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Preface

This book is meant to help you to incorporate various Artificial Intelligence (AI) techniques into your games. We will discuss decision techniques such as Finite State Machines (FSMs) and behavior trees. We will also look at movement, obstacle avoidance, and flocking. We also show how to follow a path, how to create a path using the A* pathfinding algorithm, and then how to reach a destination using a navigation mesh. As a bonus, we will go into detail about randomness and probability, and then incorporate these ideas into a final project.

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