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Unity from Proficiency to Mastery (Artificial Intelligence): Unity from Proficiency to Mastery, #1
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Unity from Proficiency to Mastery Series

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About this series

Newly Edited and Updated Version

Master Artificial Intelligence with Unity
Without this book, most people spend too long trying to create NPCs (non-player characters) that behave like a real person the hard way. This book is the only one that will get you to create intelligent NPCs that can think and make decisions without wasting so much time. It includes six chapters that painlessly teach you the necessary skills to get started and master Artificial Intelligence with Unity and implement key AI techniques that you need to create entertaining games with believable and intelligent NPCs.

What you will learn

  • After completing this book, you will be able to create more entertaining and fun games with intelligent and believable NPCs who can:
  • Follow the player and avoid obstacles.
  • Follow a specific path, or roam aimlessly.
  • Detect the player through their senses (e.g., hearing, smell, visions).
  • Make smart decision based on their state (e.g., health or ammos) to either attack the player, collect ammos and health packs, or flee.
  • Set-up an ambush to capture the player.
  • Act as a group (i.e., army) and follow the orders of the player or another NPC leader (e.g., attack the other team or withdraw from the battle)

 

Content of the book
The content of the book is as follows:

  • Chapter 1 shows you how to create NPCs who can follow the player while avoiding obstacles or pre-defined areas (e.g., jump between platforms or avoid water).
  • In Chapter 2 you will learn how to make your NPCs navigate the level by following set or random paths or wandering aimlessly.
  • In Chapter 3 you will add senses to the NPCs so that they can detect the player and take smart decisions accordingly.
  • In Chapter 4 you will make it possible for the NPCs to take more sensible decisions based on the environment and their own state. For example, NPCs may choose to refill ammunition rather than following the player, or they might decide to look for health packs when their health runs low.
  • In Chapter 5 you will create two teams; one controlled by the player, and the other once controlled by another NPCs. These two teams will then engage in a battle and both the player and the NPC leader will be able to control their team asking them to attack or withdraw from the battle;
  • Chapter 6 provides answers to frequently asked questions.

If you want to master Artificial Intelligence with Unity using a tried-and-tested method: download this book now!

LanguageEnglish
Release dateSep 30, 2020
Unity from Proficiency to Mastery (Artificial Intelligence): Unity from Proficiency to Mastery, #1

Titles in the series (1)

  • Unity from Proficiency to Mastery (Artificial Intelligence): Unity from Proficiency to Mastery, #1

    1

    Unity from Proficiency to Mastery (Artificial Intelligence): Unity from Proficiency to Mastery, #1
    Unity from Proficiency to Mastery (Artificial Intelligence): Unity from Proficiency to Mastery, #1

    Newly Edited and Updated Version Master Artificial Intelligence with Unity Without this book, most people spend too long trying to create NPCs (non-player characters) that behave like a real person the hard way. This book is the only one that will get you to create intelligent NPCs that can think and make decisions without wasting so much time. It includes six chapters that painlessly teach you the necessary skills to get started and master Artificial Intelligence with Unity and implement key AI techniques that you need to create entertaining games with believable and intelligent NPCs. What you will learn After completing this book, you will be able to create more entertaining and fun games with intelligent and believable NPCs who can: Follow the player and avoid obstacles. Follow a specific path, or roam aimlessly. Detect the player through their senses (e.g., hearing, smell, visions). Make smart decision based on their state (e.g., health or ammos) to either attack the player, collect ammos and health packs, or flee. Set-up an ambush to capture the player. Act as a group (i.e., army) and follow the orders of the player or another NPC leader (e.g., attack the other team or withdraw from the battle)   Content of the book The content of the book is as follows: Chapter 1 shows you how to create NPCs who can follow the player while avoiding obstacles or pre-defined areas (e.g., jump between platforms or avoid water). In Chapter 2 you will learn how to make your NPCs navigate the level by following set or random paths or wandering aimlessly. In Chapter 3 you will add senses to the NPCs so that they can detect the player and take smart decisions accordingly. In Chapter 4 you will make it possible for the NPCs to take more sensible decisions based on the environment and their own state. For example, NPCs may choose to refill ammunition rather than following the player, or they might decide to look for health packs when their health runs low. In Chapter 5 you will create two teams; one controlled by the player, and the other once controlled by another NPCs. These two teams will then engage in a battle and both the player and the NPC leader will be able to control their team asking them to attack or withdraw from the battle; Chapter 6 provides answers to frequently asked questions. If you want to master Artificial Intelligence with Unity using a tried-and-tested method: download this book now!

Author

Patrick Felicia

Patrick Felicia is a lecturer and researcher at Waterford Institute of Technology, where he teaches and supervises undergraduate and postgraduate students. He obtained his MSc in Multimedia Technology in 2003 and PhD in Computer Science in 2009 from University College Cork, Ireland. He has published several books and articles on the use of video games for educational purposes, including the Handbook of Research on Improving Learning and Motivation through Educational Games: Multidisciplinary Approaches (published by IGI), and Digital Games in Schools: a Handbook for Teachers, published by European Schoolnet. Patrick is also the Editor-in-chief of the International Journal of Game-Based Learning (IJGBL), and the Conference Director of the Irish Symposium on Game-Based Learning, a popular conference on games and learning organized throughout Ireland.

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