封面
版权页
Credits
About the Author
About the Reviewers
www.PacktPub.com
Support files eBooks discount offers and more
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Chapter 1. Getting Started with AI Sandbox
Introduction to AI sandbox
Summary
Chapter 2. Creating and Moving Agents
Creating a new sandbox project
Setting up the file structure
Extending the SandboxApplication class
Running your sandbox for the first time
Creating a new Decoda project
Configuring Decoda's run executable
Creating a sandbox Lua script
Shooting blocks
Creating an agent Lua script
Agent properties
Physics
Knowledge
Agents' movement
Agent-steering forces
Avoidance
Avoiding blocks and agents
Group steering
Creating a group of followers
Summing steering forces
Summary
Chapter 3. Character Animations
Skeletons and meshes
Attaching meshes to bones
Animation clips
Soldier poses
Manipulating animations
Animation blending
Animation state machine (ASM)
Building a weapon animation state machine
Building a soldier animation state machine
Updating animation state machines
Playing with states
Summary
Chapter 4. Mind Body Control
Creating a body
Adding callbacks to the animation state machine
Getting our soldier to shoot
Getting our soldier to run
Creating a brain
Direct animation control
A simple finite state machine
Indirect animation control
Running the obstacle course
Action latency
Summary
Chapter 5. Navigation
Pathfinding
Creating a navigation mesh
Pathfinding on a navigation mesh
The path information
Adding random pathfinding to our soldier
Creating additional navigation meshes
Summary
Chapter 6. Decision Making
Creating userdata
Agent actions
Creating actions
Evaluators
Creating evaluators
Decision structures
Decision trees
Building a decision tree
Creating a decision tree agent
Finite state machines
Building a finite state machine
Creating a finite state machine agent
Strengths of finite state machines
Pitfalls of finite state machines
Behavior trees
Actions
Conditions
Selectors
Sequences
Creating a behavior tree object
Building a behavior tree
Creating a behavior tree agent
Strengths of behavior trees
Pitfalls of behavior trees
Summary
Chapter 7. Knowledge Representation
Knowledge sources
Blackboards
Creating soldier knowledge sources
Constructing a soldier blackboard
Updating decision evaluators
Updating behavior actions
Summary
Chapter 8. Perception
Events
Managing events
Creating agent senses
Agent visibility
Agent sighting events
Handling new agent sightings
Agent auditory senses
Auditory events
Handling auditory events
Decaying blackboard events
Decaying auditory events
Team communications
Updating agent behaviors
Summary
Chapter 9. Tactics
Influence maps
Constructing an influence map
Drawing influence maps
Accessing influences
Clearing influences
Spreading influences
Influence map layers
Updating the influence map
Soldier tactics
Scoring team influences
Scoring dangerous areas
Summary
Index
更新时间:2021-08-05 17:02:39