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Aung Sithu Kyaw - Unity 4.x Game AI Programming

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Aung Sithu Kyaw Unity 4.x Game AI Programming

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Learn and implement game AI in Unity3D with a lot of sample projects and next-generation techniques to use in your Unity3D projects

Overview

  • A practical guide with step-by-step instructions and example projects to learn Unity3D scripting
  • Learn pathfinding using A* algorithms as well as Unity3D pro features and navigation graphs.
  • Implement finite state machines (FSMs), path following, and steering algorithms.

In Detail

This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.

Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques.

This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, well be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then well use the Behave plugin to construct behavior trees for intelligent AI character behaviors.

Game AI Scripting in Unity3d covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.

What you will learn from this book

  • Building finite state machines (FSMs)
  • Implementing a sensory system
  • Applying flocking behavior for a crowd
  • Executing your own A* pathfinding algorithm in Unity3D
  • Applying random and probability techniques in a betting game
  • Using the Unity3D pro feature, navigation graphs, for path finding
  • Learning about behavior trees and the Behave plugin
  • Implementing a racing game AI through the final chapter project

Approach

Step-by-step practical tutorial

Who this book is written for

Are you are a programmer with basic knowledge of Unity3D who would like to add AI features to your game? Are you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projects? Then this book is for you. You should have some background in C# language as this book will use C# for scripting. However if you know any other language you should be able to follow this book fairly easily.

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Unity 4.x Game AI Programming

Unity 4.x Game AI Programming

Copyright 2013 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, and its dealers and distributors will be held liable for any damages caused or alleged to be 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.

First published: July 2013

Production Reference: 1160713

Published by Packt Publishing Ltd.

Livery Place

35 Livery Street

Birmingham B3 2PB, UK.

ISBN 978-1-84969-340-0

www.packtpub.com

Cover Image by Artie Ng (<>)

Credits

Authors

Aung Sithu Kyaw

Clifford Peters

Thet Naing Swe

Reviewers

Julien Lange

Clifford Peters

Acquisition Editor

Kartikey Pandey

Lead Technical Editor

Arun Nadar

Technical Editors

Shashank Desai

Krishnaveni Haridas

Rikita Poojari

Project Coordinator

Anurag Banerjee

Proofreaders

Maria Gould

Paul Hindle

Aaron Nash

Indexer

Monica Ajmera Mehta

Graphics

Ronak Dhruv

Abhinash Sahu

Production Coordinator

Nilesh R. Mohite

Cover Work

Nilesh R. Mohite

About the Authors

Aung Sithu Kyaw is originally from Myanmar, (Burma) and has over seven years of experience in the software industry. His main interests include game-play programming, startups, entrepreneurship, writing, and sharing knowledge. He holds a Master of Science degree from Nanyang Technological University (NTU), Singapore, majoring in Digital Media Technology. Over the past few years, he has worked as a Research Programmer at INSEAD, Sr. Game Programmer at Playware Studios Asia, Singapore, and lastly as a Research Associate at NTU. In 2011, Aung co-founded Rival Edge Pte Ltd., a Singapore-based interactive digital media company that provides a technical consultancy service to creative agencies and also produces social mobile games. Visit http://rivaledge.sg for more information. Aung is the co-author of Irrlicht 1.7 Realtime 3D Engine Beginner's Guide , Packt Publishing , and is also a visiting lecturer at NTU conducting workshops on game design and development using Unity3D.He can be followed on Twitter @aungsithu and by using his LinkedIn profile linkedin.com/in/aungsithu.

Thanks to my co-authors who worked with me really hard on this book despite their busy schedules and got this book published. Also, thanks to the team at Packt Publishing for helping us in the production of this book. And finally, thanks to the awesome guys at Unity3D for building this amazing toolset and for making it affordable to indie game developers.

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 Development Beginner's Guide , and Unity iOS Essentials .

Thet Naing Swe is the co-founder and Chief Creative Director of Rival Edge Pte Ltd., based in Singapore. He graduated from the University of Central Lancashire where he majored in Game Design and Development and started his career as a game programmer at the UK-based Code Monkeys studios. He relocated to Singapore in 2010 and worked as a graphics programmer at Nanyang Technological University (NTU) on a cinematic research project together with Aung. Currently at Rival Edge, he's responsible for interactive digital media consulting projects mainly using Unity3D as well as making social mobile games for a casual audience. He can be reached via <>.

I would like to thank the whole team at Packt Publishing for keeping track of all the logistics and making sure the book was published. I really appreciate that. Besides that, I'd like to thank my parents for raising and supporting me all these years and letting me pursue my dream to become a game developer. Without all of your support, I wouldn't be here today.

And finally, huge thanks to my wife, May Thandar Aung, for allowing me to work on this book after office hours, late at night, and weekends. Without your understanding and support, this book would have been delayed for another year. I'm grateful to have your support with me whatever I do. Love you.

About the Reviewer

Julien Lange is a 32 year old IT expert in Software Engineering. He started to develop on Amstrad CPC464 with the BASIC language when he was 7. He learned Visual Basic soon after, then VB.NET and C#. For several years until the end of his studies, he developed and maintained several PHP and ASP.NET e-business websites. After his graduation, he continued to learn more and more about software like Architecture, Project management always acquiring new skills.

It was at work while talking with a colleague in August 2009 and after discovering the high potential of iPhone games and softwares that he decided to find an improved game engine allowing him to concentrate only on the main purpose of developing a game and not a game engine. After trying two other game engines, his choice was Unity 3D thanks to its compatibility with C# and its high frame rate performance on iPhone. In addition to his main work, he opened iXGaming.com as self-employed in December 2010 and launched several applications on the AppStore, such as Cartoon TV, GalaXia, and so on.

I would like to thank my wife for allowing me to take some time to review books on my computer. I would also like to thank Frederic for all the work we completed together with Unity. I would also like to thank all the current Unity Asset Store customers who are using my published assets and scripts. New services are coming very soon on the Asset Store.

Finally, I would like to thank my family, my friends, and colleagues including Stephane D., Chakib L., Christelle P., Raphael D., Alain D.L, Sebastien P., and Emmanuel.

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