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Unity 5.x Game AI Programming Cookbook

You're reading from   Unity 5.x Game AI Programming Cookbook Build and customize a wide range of powerful Unity AI systems with over 70 hands-on recipes and techniques

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Product type Paperback
Published in Mar 2016
Publisher Packt
ISBN-13 9781783553570
Length 278 pages
Edition 1st Edition
Tools
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Authors (2):
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Jorge Palacios Jorge Palacios
Author Profile Icon Jorge Palacios
Jorge Palacios
Jorge Elieser P Garrido Jorge Elieser P Garrido
Author Profile Icon Jorge Elieser P Garrido
Jorge Elieser P Garrido
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Toc

Table of Contents (15) Chapters Close

Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
1. Behaviors – Intelligent Movement FREE CHAPTER 2. Navigation 3. Decision Making 4. Coordination and Tactics 5. Agent Awareness 6. Board Games AI 7. Learning Techniques 8. Miscellaneous Index

Index

A

  • A*
    • extending, for coordination / Extending A* for coordination: A*mbush, How to do it…, How it works…
  • A* algorithm
    • used, for finding best promising path / Finding the best-promising path with A*, Getting ready, How to do it..., There's more...
    • improving, for memory / Improving A* for memory: IDA*, How to do it…, How it works…
  • A*mbush algorithm
    • about / Extending A* for coordination: A*mbush, How to do it…, How it works…
  • AB Negamaxing
    • about / AB Negamaxing, How to do it…, How it works…
  • actions
    • predicting, with N-Gram predictor / Predicting actions with an N-Gram predictor, Getting ready…, How to do it…, How it works…
  • agents
    • avoiding / Avoiding agents, How to do it..., There's more
  • air-hockey rival
    • building / Building an air-hockey rival, Getting ready, How to do it…, How it works…
  • arriving
    • about / Arriving and leaving, How to do it...
  • artificial neural networks
    • using / Learning to use artificial neural networks, How to do it…, How it works…
  • awareness
    • creating, in stealth game / Creating awareness in a stealth game, Getting ready, How to do it…, How it works…, There is more…

B

  • behaviors
    • template, creating / Creating the behavior template, How to do it..., See also
    • blending, by weight / Blending behaviors by weight, How to do it...
    • blending, by priority / Blending behaviors by priority, Getting ready, How to do it..., How it works...
    • combining, steering pipeline used / Combining behaviors using a steering pipeline, Getting ready, How to do it..., How it works...
  • behavior trees
    • implementing / Implementing behavior trees, How to do it..., How it works...
  • Breadth-First Search (BFS) algorithm
    • used, for finding shortest path in grid / Finding the shortest path in a grid with BFS, How to do it..., How it works...

C

  • checkers
    • rival, implementing / Implementing a checkers rival, How to do it…, How it works…
  • collider-based system
    • used, for seeing function / The seeing function using a collider-based system, How to do it…
    • used, for hearing function / The hearing function using a collider-based system, How to do it…, There is more…
    • used, for smelling function / The smelling function using a collider-based system, How to do it…, There is more…
  • constraints / There's more...
  • convolution filters
    • used, for improving influence / Improving influence with convolution filters, How it works…, There is more…

D

  • decisions
    • making / Introduction
    • making, with goal-oriented behaviors / Making decisions with goal-oriented behaviors, How to do it..., How it works...
  • decision tree
    • selecting through / Choosing through a decision tree, How to do it..., There's more...
    • and finite-state machines (FSM) / Combining FSMs and decision trees, How to do it..., How it works...
    • using / Learning to use decision trees, How to do it…
  • decomposers / There's more...
  • Depth-First Search (DFS) algorithm
    • used, for finding way out of maze / Finding your way out of a maze with DFS, How to do it..., There is more…
  • Dijkstra algorithm
    • used, for finding shortest path / Finding the shortest path with Dijkstra, How to do it..., There's more...
  • Dirichlet domains
    • used, for representing world / Representing the world with Dirichlet domains

E

  • editors
    • URL / There's more...
  • emergent particles
    • creating, harmony search used / Creating emergent particles using a harmony search, How to do it…, How it works…
  • evading behavior
    • about / Pursuing and evading, How to do it..., How it works...

F

  • fighting circle
    • building / Building a fighting circle, Getting ready, How to do it…, How it works…
  • finite-state machines (FSM)
    • working / Working a finite-state machine, How to do it..., There's more...
    • hierarchical / Improving FSMs: hierarchical finite-state machines
    • improving / Improving FSMs: hierarchical finite-state machines, How to do it..., How it works...
    • and decision trees, combining / Combining FSMs and decision trees, How to do it..., How it works...
  • formations
    • handling / Handling formations, Getting ready, How to do it…, There is more…
  • fuzzy logic
    • working with / Working with fuzzy logic, How to do it..., How it works...

G

  • game-tree class
    • working with / Working with the game-tree class, How to do it…
  • Game Programming Wiki (GPWiki)
    • URL / Getting ready
  • goal-oriented behaviors
    • decisions, making with / Making decisions with goal-oriented behaviors, How to do it..., How it works...
  • graph-based system
    • used, for seeing function / The seeing function using a graph-based system, How to do it…, How it works…
    • used, for hearing function / The hearing function using a graph-based system, How to do it…, How it works…, See also
    • used, for smelling function / The smelling function using a graph-based system, How to do it…
  • grids
    • used, for representing world / Representing the world with grids, Getting ready, How to do it..., How it works..., There's more...
    • shortest path finding, BFS used / Finding the shortest path in a grid with BFS, How to do it..., How it works...

H

  • harmony search
    • used, for creating emergent particles / Creating emergent particles using a harmony search, How to do it…, How it works…
  • hearing function
    • collider-based system used / The hearing function using a collider-based system, How to do it…, There is more…
    • graph-based system used / The hearing function using a graph-based system, How to do it…

I

  • IDA* / Improving A* for memory: IDA*, How to do it…
  • influence
    • improving, map flooding used / Improving influence with map flooding, Getting ready, How to do it…, How it works…
    • improving, convolution filters used / Improving influence with convolution filters, How to do it…, How it works…, See also
  • influence maps
    • about / Influence maps, How to do it…, How it works…

J

  • jump system
    • creating / Creating a jump system

L

  • leaving
    • about / Arriving and leaving, How to do it...

M

  • map flooding
    • used, for improving influence / Improving influence with map flooding, Getting ready, How to do it…, How it works…
  • maps
    • URL / See also
  • Markov system / Representing states with numerical values: Markov system, How to do it..., How it works...
  • mazes
    • creating, procedurally / Creating mazes procedurally, How to do it…
  • Minimax
    • about / Introducing Minimax, Getting ready…, How to do it…, How it works…

N

  • N-Gram predictor
    • used, for predicting actions / Predicting actions with an N-Gram predictor, Getting ready…, How to do it…, How it works…
    • improving / Improving the predictor: Hierarchical N-Gram, How to do it…, How it works…
  • navigation
    • planning, in several frames / Planning navigation in several frames: time-sliced search, How to do it...
  • Naïve Bayes classifier
    • using / Learning to use Naïve Bayes classifiers, How to do it…, How it works…
  • Negamaxing
    • about / Negamaxing, How to do it…, See also
  • Negascouting
    • about / Negascouting, How to do it…, How it works…

O

  • object pool pattern
    • URL / See also
  • objects
    • facing / Facing objects, How to do it...

P

  • path
    • following / Following a path, How to do it..., How it works..., There's more...
    • smoothing / Smoothing a path, How to do it…, How it works…
  • points of visibility
    • used, for representing world / Representing the world with points of visibility, How to do it..., How it works..., See also
  • projectile
    • shooting / Shooting a projectile, There's more...
    • landing spot, predicting / Predicting a projectile's landing spot, How to do it...
    • targeting / Targeting a projectile, How it works...
  • pursuing behavior
    • about / Pursuing and evading, Getting ready, How to do it..., How it works...

R

  • race difficulty
    • managing, rubber-banding system used / Managing race difficulty using a rubber-banding system, Getting ready, How to do it...
  • random numbers
    • handling / Handling random numbers better, Getting ready, How to do it…, See also
  • RaycastHit structure
    • URL / See also
  • reinforcement
    • using / Learning to use reinforcement, How to do it…, How it works…
  • rubber-banding system
    • used, for managing race difficulty / Managing race difficulty using a rubber-banding system, Getting ready, How to do it...

S

  • search window / Negascouting
  • seeing function
    • using, collider-based system used / The seeing function using a collider-based system, How to do it…
    • graph-based system used / The seeing function using a graph-based system, How to do it…, How it works…
  • self-driving car
    • implementing / Implementing a self-driving car
  • self-made navigation mesh
    • used, for representing world / Representing the world with a self-made navigation mesh
  • shortest path
    • finding, Dijkstra used / Finding the shortest path with Dijkstra, How to do it..., There's more...
  • smelling function
    • collider-based system used / The smelling function using a collider-based system, How to do it…, How it works…
    • graph-based system used / The smelling function using a graph-based system, How to do it…
  • states
    • representing, with numerical values / Representing states with numerical values: Markov system, How to do it..., How it works...
  • stealth game
    • awareness, creating / Creating awareness in a stealth game, Getting ready, How to do it…, How it works…, There is more…

T

  • table-football competitor
    • devising / Devising a table-football competitor, How to do it…
  • targeters / There's more...
  • tic-tac-toe
    • rival, implementing / Implementing a tic-tac-toe rival, How to do it…
  • time-sliced search
    • about / Planning navigation in several frames: time-sliced search, How to do it..., See also

U

  • Unity game loop
    • URL / See also

W

  • walls
    • avoiding / Avoiding walls, How to do it..., See also
  • wander behavior
    • about / Wandering around, How to do it..., How it works...
  • waypoints
    • creating / Creating good waypoints, How to do it…
    • analyzing, by height / Analyzing waypoints by height, How it works…
    • analyzing, by cover and visibility / Analyzing waypoints by cover and visibility, How to do it…
    • exemplifying, for decision making / Exemplifying waypoints for decision making, How it works…
  • world
    • representing, grids used / Representing the world with grids, Getting ready, How to do it..., How it works..., There's more...
    • representing, Dirichlet domains used / Representing the world with Dirichlet domains, Getting ready, How to do it..., There's more...
    • representing, points of visibility used / Representing the world with points of visibility, How to do it..., See also
    • representing, self-made navigation mesh used / Representing the world with a self-made navigation mesh, How to do it...
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