Description

Book Synopsis
Game developers will use this book to gain a basic knowledge of programming artificial intelligence using Unity and C#. You will not be bored learning the theory underpinning AI. Instead, you will learn by experience and practice, and complete an engaging project in each chapter.

AI is the one of the most popular subjects in gaming today, ranging from controlling the behavior of non-player characters to procedural generated levels. This book starts with an introduction to AI and its use in games. Basic moving behaviors and pathfinding are covered, and then you move through more complex concepts of pathfinding and decision making.


What You Will Learn
  • Understand the fundamentals of AI
  • Create gameplay-based AI to address navigation and decision-making problems
  • Put into practice graph theory and behavior models
  • Address pathfinding problems
  • Use the A* algor

    Table of Contents

    Chapter 1: Introduction

    Chapter Goal: An introduction to the book where goals and main topics are introduced to the reader.

    Sub -Topics

    1. What is AI?

    2. AI in games

    3. Intelligent agents

    4. Knowledge representation

    Chapter 2: Movements

    Chapter Goal: Introducing the reader to steering and basic AI moving behaviors, in particular wandering and following the player.

    Sub - Topics

    1. Moving in a 2D world

    2. Moving in a 3D world

    3. Steering

    4. Moving behaviors (wandering vs following)

    5. A case study: car games

    6. Project: mini car traffic simulator

    Chapter 3: Pathfinding

    Chapter Goal: Introducing the reader to pathfinding algorithms and problem-solving approaches.

    Sub - Topics:

    1. Graphs

    2. Pathfinding algorithms: Dijkstra

    3. Pathfinding algorithms: A*

    4. World representation

    5. Constraint Satisfaction Problems (CSP)

    6. Improving on pathfinding

    7. A case study: Warcraft

    8. Project: Labyrinth

    Chapter 4: Decision Making

    Chapter Goal: How does AI takes decisions? In this chapter, the reader will understand how to implement the ability to reason and plan actions using data structures to represent knowledge and search algorithms to find the best sequence of actions.

    Sub - Topics:

    1. Decision trees

    2. Finite-state machines (FSM)

    3. Behavior trees

    4. Fuzzy logic

    5. Goal-oriented behavior

    7. Rule-based systems

    9. A case study: Halo

    10. Project: Wumpus’ Cave Explorer

    Chapter 5: Tactics and Strategy

    Chapter Goal: Putting together all the knowledge acquired in the previous chapters to build intelligent agents that can perform well against the player.

    Sub - Topics:

    1. Putting things together: intelligent agents in action

    2. Strategy planning

    3. Tactical pathfinding

    4. Coordination and tactics in PVE: ambushing the player

    5. A case study: 007 Goldeneye

    6. Project: Chess with guns

Beginning Game AI with Unity

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    £37.49

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    RRP £49.99 – you save £12.50 (25%)

    Order before 4pm today for delivery by Wed 24 Jun 2026.

    A Paperback / softback by Sebastiano M. Cossu

    1 in stock

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      View other formats and editions of Beginning Game AI with Unity by Sebastiano M. Cossu

      Publisher: APress
      Publication Date: 06/12/2020
      ISBN13: 9781484263549, 978-1484263549
      ISBN10: 1484263545

      Description

      Book Synopsis
      Game developers will use this book to gain a basic knowledge of programming artificial intelligence using Unity and C#. You will not be bored learning the theory underpinning AI. Instead, you will learn by experience and practice, and complete an engaging project in each chapter.

      AI is the one of the most popular subjects in gaming today, ranging from controlling the behavior of non-player characters to procedural generated levels. This book starts with an introduction to AI and its use in games. Basic moving behaviors and pathfinding are covered, and then you move through more complex concepts of pathfinding and decision making.


      What You Will Learn
      • Understand the fundamentals of AI
      • Create gameplay-based AI to address navigation and decision-making problems
      • Put into practice graph theory and behavior models
      • Address pathfinding problems
      • Use the A* algor

        Table of Contents

        Chapter 1: Introduction

        Chapter Goal: An introduction to the book where goals and main topics are introduced to the reader.

        Sub -Topics

        1. What is AI?

        2. AI in games

        3. Intelligent agents

        4. Knowledge representation

        Chapter 2: Movements

        Chapter Goal: Introducing the reader to steering and basic AI moving behaviors, in particular wandering and following the player.

        Sub - Topics

        1. Moving in a 2D world

        2. Moving in a 3D world

        3. Steering

        4. Moving behaviors (wandering vs following)

        5. A case study: car games

        6. Project: mini car traffic simulator

        Chapter 3: Pathfinding

        Chapter Goal: Introducing the reader to pathfinding algorithms and problem-solving approaches.

        Sub - Topics:

        1. Graphs

        2. Pathfinding algorithms: Dijkstra

        3. Pathfinding algorithms: A*

        4. World representation

        5. Constraint Satisfaction Problems (CSP)

        6. Improving on pathfinding

        7. A case study: Warcraft

        8. Project: Labyrinth

        Chapter 4: Decision Making

        Chapter Goal: How does AI takes decisions? In this chapter, the reader will understand how to implement the ability to reason and plan actions using data structures to represent knowledge and search algorithms to find the best sequence of actions.

        Sub - Topics:

        1. Decision trees

        2. Finite-state machines (FSM)

        3. Behavior trees

        4. Fuzzy logic

        5. Goal-oriented behavior

        7. Rule-based systems

        9. A case study: Halo

        10. Project: Wumpus’ Cave Explorer

        Chapter 5: Tactics and Strategy

        Chapter Goal: Putting together all the knowledge acquired in the previous chapters to build intelligent agents that can perform well against the player.

        Sub - Topics:

        1. Putting things together: intelligent agents in action

        2. Strategy planning

        3. Tactical pathfinding

        4. Coordination and tactics in PVE: ambushing the player

        5. A case study: 007 Goldeneye

        6. Project: Chess with guns

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