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Unity Artificial Intelligence Programming

You're reading from   Unity Artificial Intelligence Programming Add powerful, believable, and fun AI entities in your game with the power of Unity 2018!

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Product type Paperback
Published in Nov 2018
Publisher Packt
ISBN-13 9781789533910
Length 246 pages
Edition 4th Edition
Languages
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Authors (3):
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Dr. Davide Aversa Dr. Davide Aversa
Author Profile Icon Dr. Davide Aversa
Dr. Davide Aversa
Clifford Peters Clifford Peters
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Clifford Peters
Aung Sithu Kyaw Aung Sithu Kyaw
Author Profile Icon Aung Sithu Kyaw
Aung Sithu Kyaw
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Toc

Table of Contents (13) Chapters Close

Preface 1. Introduction to AI FREE CHAPTER 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 in Unity 11. Putting It All Together 12. Other Books You May Enjoy

To get the most out of this book

The main requirement for this book is having Unity Version 2018.2 or higher installed. In Chapter 9, Behavior Trees, we download Behavior Bricks, a free Behavior Tree plugin, which requires an account with the Unity Store. In Chapter 10, Machine Learning, we will use Unity's Machine Learning for Agents Toolkit, an official machine learning platform based on TensorFlow. For this reason, that chapter requires Python 3.6 to be installed.

Download the example code files

You can download the example code files for this book from your account at www.packt.com. If you purchased this book elsewhere, you can visit www.packt.com/support and register to have the files emailed directly to you.

You can download the code files by following these steps:

  1. Log in or register at www.packt.com.
  2. Select the SUPPORT tab.
  3. Click on Code Downloads & Errata.
  4. Enter the name of the book in the Search box and follow the onscreen instructions.

Once the file is downloaded, please make sure that you unzip or extract the folder using the latest version of:

  • WinRAR/7-Zip for Windows
  • Zipeg/iZip/UnRarX for Mac
  • 7-Zip/PeaZip for Linux

The code bundle for the book is also hosted on GitHub at https://github.com/PacktPublishing/Unity-Artificial-Intelligence-Programming-Fourth-Edition. In case there's an update to the code, it will be updated on the existing GitHub repository.

We also have other code bundles from our rich catalog of books and videos available at https://github.com/PacktPublishing/. Check them out!

Download the color images

Conventions used

In this book, you will find a number of styles of text that distinguish between different kinds of information. Here are some examples of these styles, and an explanation of their meaning.

Code words in text are shown as follows: "The AdvanceFSM class basically manages all the FSMState(s) implemented, and keeps updated with the transitions and the current state."

A block of code is set as follows:

int throwDiceLoaded() { 
    Debug.Log("Throwing dice..."); 
      int randomProbability = Random.Range(1,101); 
      int diceResult = 0; 
      if (randomProbability < 36) { 
        diceResult = 6; 
      } 
      else { 
        diceResult = Random.Range(1,5); 
      } 
    Debug.Log("Result: " + diceResult); 
      return diceResult; 
  }

New terms and important words are shown in bold. Words that you see on the screen, in menus or dialog boxes for example, appear in the text like this: "Our Tank object is basically a simple Mesh with a Rigidbody component."

Warnings or important notes appear like this.
Tips and tricks appear like this.
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