Unity 2018 Artificial Intelligence Cookbook(Second Edition)
Jorge Palacios更新时间:2021-07-16 18:12:31
最新章节:Leave a review - let other readers know what you think封面
Title Page
Copyright and Credits
Unity 2018 Artificial Intelligence Cookbook Second Edition
Dedication
Packt Upsell
Why subscribe?
PacktPub.com
Contributors
About the author
About the reviewer
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Sections
Getting ready
How to do it…
How it works…
There's more…
See also
Get in touch
Reviews
Behaviors - Intelligent Movement
Introduction
Creating the behaviors template
Getting ready
How to do it...
How it works...
There's more...
See also
Pursuing and evading
Getting ready
How to do it...
How it works...
Adjusting the agent for physics
Getting ready
How to do it...
How it works...
See also
Arriving and leaving
Getting ready
How to do it...
How it works...
Facing objects
Getting ready
How to do it...
How it works...
Wandering around
Getting ready
How to do it...
How it works...
Following a path
Getting ready
How to do it...
How it works...
There's more...
Avoiding agents
Getting ready
How to do it...
How it works...
There's more...
Avoiding walls
Getting ready
How to do it...
How it works...
There's more...
See also
Blending behaviors by weight
Getting ready
How to do it...
How it works...
There's more...
See also
Blending behaviors by priority
Getting ready
How to do it...
How it works...
There's more...
See also
Shooting a projectile
Getting ready
How to do it...
How it works...
There's more...
See also
Predicting a projectile's landing spot
Getting ready
How to do it...
How it works...
There's more...
Targeting a projectile
Getting ready
How to do it...
How it works...
There's more...
Creating a jump system
Getting ready
How to do it...
How it works...
Navigation
Introduction
Representing the world with grids
Getting ready
How to do it...
How it works...
There's more...
See also
Representing the world with points of visibility
Getting ready
How to do it...
How it works...
There's more...
Representing the world with a self-made navigation mesh
Getting ready
How to do it...
How it works...
Finding your way out of a maze with DFS
Getting ready
How to do it...
How it works...
There's more...
Finding the shortest path in a grid with BFS
Getting ready
How to do it...
How it works...
There's more...
Finding the shortest path with Dijkstra
Getting ready
How to do it...
How it works...
There's more...
Finding the best-promising path with A*
Getting ready
How to do it...
How it works...
There's more...
See also
Improving A* for memory – IDA*
Getting ready
How to do it...
How it works...
There's more...
Planning navigation in several frames – time-sliced search
Getting ready
How to do it...
How it works...
See also
Smoothing a path
Getting ready
How to do it...
How it works...
Decision Making
Introduction
Choosing through a decision tree
Getting ready
How to do it...
How it works...
There's more...
Implementing a finite-state machine
Getting ready
How to do it...
How it works...
There's more...
Improving FSMs: hierarchical finite-state machines
Getting ready
How to do it...
How it works...
See also
Implementing behavior trees
Getting ready
How to do it...
How it works...
See also
Working with fuzzy logic
Getting ready
How to do it...
How it works...
There's more...
See also
Making decisions with goal-oriented behaviors
Getting ready
How to do it...
How it works...
Implementing a blackboard architecture
Getting ready
How to do it...
How it works...
There's more...
Experimenting with Unity's animation state machine
Getting ready
How to do it...
How it works...
There's more...
The New NavMesh API
Introduction
Setting up the NavMesh building components
Getting ready
How to do it...
How it works...
There's more...
See also
Creating and managing NavMesh for multiple types of agents
Getting ready
How to do it...
How it works...
There's more...
Creating and updating NavMesh data at runtime
Getting ready
How to do it...
How it works...
Controlling the lifetime of the NavMesh instance
Getting started
How to do it...
How it works...
There's more...
Connecting multiple instances of NavMesh
Getting ready
How to do it...
How it works...
There's more...
Creating dynamic NavMeshes with obstacles
Getting ready
How to do it...
How it works...
There's more...
See also
Implementing some behaviors using the NavMesh API
Getting ready
How to do it...
How it works...
There's more...
Coordination and Tactics
Introduction
Handling formations
Getting ready
How to do it...
How it works...
There's more...
See also
Extending A* for coordination – A*mbush
Getting ready
How to do it...
How it works...
There's more...
Analyzing waypoints by height
Getting ready
How to do it...
How it works...
Analyzing waypoints by cover and visibility
Getting ready
How to do it...
How it works...
Creating waypoints automatically
Getting ready
How to do it...
How it works...
There's more...
See also
Exemplifying waypoints for decision making
Getting ready
How to do it...
How it works...
See also
Implementing influence maps
Getting ready
How to do it...
How it works...
There's more...
See also
Improving influence with map flooding
Getting ready
How to do it...
How it works...
See also
Improving influence with convolution filters
Getting ready
How to do it...
How it works...
There's more...
See also
Building a fighting circle
Getting ready
How to do it...
How it works...
There's more...
See also
Agent Awareness
Introduction
The seeing function using a collider-based system
Getting ready
How to do it...
How it works...
The hearing function using a collider-based system
Getting ready
How to do it...
How it works...
There's more...
The smelling function using a collider-based system
Getting ready
How to do it...
How it works...
There's more...
The seeing function using a graph-based system
Getting ready
How to do it...
How it works...
The hearing function using a graph-based system
Getting ready
How to do it...
How it works...
There's more...
See also
The smelling function using a graph-based system
Getting ready
How to do it...
How it works...
See also
Creating awareness in a stealth game
Getting ready
How to do it...
How it works...
There's more...
See also
Board Games and Applied Search AI
Introduction
Working with the game-tree class
Getting ready...
How to do it...
How it works...
See also
Implementing Minimax
Getting ready...
How to do it...
How it works...
See also
Implementing Negamax
Getting ready...
How to do it...
How it works...
There's more...
See also
Implementing AB Negamax
Getting ready...
How to do it...
How it works...
See also
Implementing NegaScout
Getting ready...
How to do it...
How it works...
See also
Implementing a Tic-Tac-Toe rival
Getting ready...
How to do it...
How it works...
There's more...
See also
Implementing a Checkers rival
Getting ready...
How to do it...
How it works...
There's more...
Implementing Rock-Paper-Scissors AI with UCB1
Getting ready...
How to do it...
How it works...
There's more...
See also
Implementing regret matching
Getting ready...
How to do it...
How it works...
There's more...
See also
Learning Techniques
Introduction
Predicting actions with an N-Gram predictor
Getting ready...
How to do it...
How it works...
There's more...
Improving the predictor – Hierarchical N-Gram
Getting ready...
How to do it...
How it works...
Learning to use Naïve Bayes classifier
Getting ready...
How to do it...
How it works...
Implementing reinforcement learning
Getting ready...
How to do it...
How it works...
Implementing artificial neural networks
Getting ready...
How to do it...
How it works...
Procedural Content Generation
Introduction
Creating mazes with Depth-First Search
Getting ready
How to do it...
How it works...
Implementing the constructive algorithm for dungeons and islands
Getting ready
How to do it...
How it works...
There's more...
See also
Generating landscapes
Getting ready
How to do it...
How it works...
Using N-Grams for content generation
Getting ready
How to do it...
How it works...
There's more...
See also
Generating enemies with the evolutionary algorithm
Getting ready
How to do it...
How it works...
There's more...
See also
Miscellaneous
Introduction
Creating and managing Scriptable Objects
Getting ready
How to do it...
How it works...
There's more...
See also
Handling random numbers better
Getting ready
How to do it...
There's more...
See also
Building an air-hockey rival
Getting ready
How to do it...
How it works...
See also
Implementing an architecture for racing games
Getting ready
How to do it...
How it works...
Managing race difficulty using a rubber-band system
Getting ready
How to do it...
How it works...
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更新时间:2021-07-16 18:12:31