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Dr. Davide Aversa - Unity Artificial Intelligence Programming: Add powerful, believable, and fun AI entities in your game with the power of Unity, 5th Edition

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Dr. Davide Aversa Unity Artificial Intelligence Programming: Add powerful, believable, and fun AI entities in your game with the power of Unity, 5th Edition
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Unity Artificial Intelligence Programming: Add powerful, believable, and fun AI entities in your game with the power of Unity, 5th Edition: summary, description and annotation

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Learn and implement game AI in Unity to build smart environments and enemies with A* pathfinding, finite state machines, behavior trees, and the NavMesh

Key Features
  • Explore the latest Unity features to make AI implementation in your game easier
  • Build richer and more dynamic games using AI concepts such as behavior trees and navigation meshes
  • Implement character behaviors and simulations using the Unity Machine Learning toolkit
Book Description

Developing artificial intelligence (AI) for game characters in Unity has never been easier. Unity provides game and app developers with a variety of tools to implement AI, from 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 game worlds and characters.

The updated fifth edition of Unity Artificial Intelligence Programming starts by breaking down AI into simple concepts. 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. As you progress, youll learn how to implement a finite state machine (FSM) to determine how your AI behaves, apply probability and randomness to make games less predictable, and implement a basic sensory system. Later, youll understand how to set up a game map with a navigation mesh, incorporate movement through techniques such as A* pathfinding, and provide characters with decision-making abilities using behavior trees.

By the end of this Unity book, youll have the skills you need to bring together all the concepts and practical lessons youve learned to build an impressive vehicle battle game.

What you will learn
  • Understand the basics of AI in game design
  • Create smarter game worlds and characters with C# programming
  • Apply automated character movement using pathfinding algorithm behaviors
  • Implement character decision-making algorithms using behavior trees
  • Build believable and highly efficient artificial flocks and crowds
  • Create sensory systems for your AI world
  • Become well-versed with the basics of procedural content generation
  • Explore the application of machine learning in Unity
Who this book is for

This Unity artificial intelligence book is for Unity developers with a basic understanding of C# and the Unity Editor who want to expand their knowledge of AI Unity game development.

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. Procedural Content Generation
  11. Machine Learning in Unity
  12. Putting It All Together

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Unity Artificial Intelligence Programming
Fifth Edition

Add powerful, believable, and fun AI entities in your game with the power of Unity

Dr. Davide Aversa

BIRMINGHAMMUMBAI

Unity Artificial Intelligence Programming Fifth Edition

Copyright 2022 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 author, 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.

Group Product Manager: Rohit Rajkumar

Publishing Product Manager: Ashitosh Gupta

Senior Editor: Hayden Edwards

Content Development Editor: Abhishek Jadhav

Technical Editor: Saurabh Kadave

Copy Editor: Safis Editing

Project Coordinator: Rashika Ba

Proofreader: Safis Editing

Indexer: Manju Arasan

Production Designer: Sinhayna Bais

Marketing Coordinator: Elizabeth Varghese and Teny Thomas

First published: July 2013

Second edition: September 2015

Third edition: January 2018

Fourth edition: November 2018

Fifth edition: March 2022

Production reference: 1280222

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham

B3 2PB, UK.

ISBN 978-1-80323-853-1

www.packt.com

To my parents, Ferruccio and Sara, for their role in making me what I am today. And to my life partner, Gioia, for shaping with me what I will be tomorrow.

Davide Aversa

Contributors
About the author

Dr. Davide Aversa holds a PhD in Artificial Intelligence (AI) and an MSc in AI and robotics from the University of Rome La Sapienza in Italy. He has a strong interest in AI for the development of interactive virtual agents and procedural content generation. He has served as a program committee member for video game-related conferences such as the IEEE conference on computational intelligence and games, and he also regularly participates in game-jam contests. He also writes a blog on game design and game development.

About the reviewers

Giacomo Salvadori is a game developer, lecturer, and researcher who has worked in many different environments, including private game companies, NGOs, academies, and universities. He is led by his enthusiasm and passion for games.

Giacomo's fields of expertise are game design and programming. The areas of his studies are AI and combat design. Outside work, Giacomo loves to spend time in nature and dreams of traveling the world on a boat.

Kazimieras Mikelis is a self-taught video game software engineer specializing in AI programming and technical systems design. Their first-hand expertise in game AI comes from working in many diverse companies in the industry, from close-knit start-ups to big studios building AAA games, on work ranging from small projects to cross-platform game releases.

Ardent about exploring what games can offer as a medium, Kazimieras Mikelis authors a blog on game development and enjoys unique idea-driven games in his free time.

Amir Reza Asadi is a software engineer and HCI researcher interested in using video games to solve real-world problems. He is chair of the Metaverse ACM SIGCHI chapter. He has also served as a reviewer for several high-profile conferences, including ACM CHI and IEEE VR.

As an entrepreneur and owner of Humind Labs, he has launched various start-up projects, including BeyondBoard AR. He aims to design novel experiences for emerging technologies such as XR. On this adventure, he has written multiple papers and acquired knowledge of various technologies, including Unity.

He is currently leading the design and development of Fashionator, a digital fashion design platform. In his spare time, he studies the intersection of digital twins and AI in the Metaverse.

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