{"product_id":"beginning-game-ai-with-unity-9781484263549","title":"Beginning Game AI with Unity","description":"\u003cb\u003eBook Synopsis\u003c\/b\u003e\u003cbr\u003e\u003cdiv\u003eGame 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.\u003cbr\u003e\n\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003eAI 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.\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cbr\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cb\u003eWhat You Will Learn\u003c\/b\u003e\u003c\/div\u003e\u003cdiv\u003e\u003cul\u003e\n\u003cli\u003eUnderstand the fundamentals of AI\u003c\/li\u003e\n\u003cli\u003eCreate gameplay-based AI to address navigation and decision-making problems\u003c\/li\u003e\n\u003cli\u003ePut into practice graph theory and behavior models\u003c\/li\u003e\n\u003cli\u003eAddress pathfinding problems\u003c\/li\u003e\n\u003cli\u003eUse the A* algor\u003cbr\u003e\u003cbr\u003e\u003cb\u003eTable of Contents\u003c\/b\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eChapter 1:  Introduction\u003c\/b\u003e\u003c\/p\u003e  \u003cp\u003eChapter Goal: An introduction to the book where goals and main topics are introduced to the reader.\u003c\/p\u003e  \u003cp\u003eSub -Topics\u003c\/p\u003e  \u003cp\u003e1.         What is AI?\u003c\/p\u003e  \u003cp\u003e2.         AI in games\u003c\/p\u003e  \u003cp\u003e3.         Intelligent agents\u003c\/p\u003e  \u003cp\u003e4.         Knowledge representation\u003c\/p\u003e  \u003cp\u003e \u003c\/p\u003e  \u003cp\u003e\u003cb\u003eChapter 2:  Movements\u003c\/b\u003e\u003c\/p\u003e  \u003cp\u003eChapter Goal: Introducing the reader to steering and basic AI moving behaviors, in particular wandering and following the player.   \u003c\/p\u003e  \u003cp\u003eSub - Topics     \u003c\/p\u003e  \u003cp\u003e1.         Moving in a 2D world\u003c\/p\u003e  \u003cp\u003e2.         Moving in a 3D world\u003c\/p\u003e  \u003cp\u003e3.         Steering\u003c\/p\u003e  \u003cp\u003e4.         Moving behaviors (wandering vs following)\u003c\/p\u003e  \u003cp\u003e5.         A case study: car games \u003c\/p\u003e  \u003cp\u003e6.         Project: mini car traffic simulator\u003c\/p\u003e  \u003cp\u003e \u003c\/p\u003e  \u003cp\u003e\u003cb\u003eChapter 3: Pathfinding\u003c\/b\u003e\u003c\/p\u003e  \u003cp\u003eChapter Goal: Introducing the reader to pathfinding algorithms and problem-solving approaches.         \u003c\/p\u003e  \u003cp\u003eSub - Topics:     \u003c\/p\u003e  \u003cp\u003e1.         Graphs\u003c\/p\u003e  \u003cp\u003e2.         Pathfinding algorithms: Dijkstra\u003c\/p\u003e  \u003cp\u003e3.         Pathfinding algorithms: A*\u003c\/p\u003e  \u003cp\u003e4.         World representation\u003c\/p\u003e  \u003cp\u003e5.         Constraint Satisfaction Problems (CSP)\u003c\/p\u003e  \u003cp\u003e6.         Improving on pathfinding\u003c\/p\u003e  \u003cp\u003e7.         A case study: Warcraft\u003c\/p\u003e  \u003cp\u003e8.         Project: Labyrinth\u003c\/p\u003e  \u003cp\u003e \u003c\/p\u003e  \u003cp\u003e\u003cb\u003eChapter 4: Decision Making\u003c\/b\u003e\u003c\/p\u003e  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.\u003cp\u003e\u003c\/p\u003e  \u003cp\u003eSub - Topics: \u003c\/p\u003e  \u003cp\u003e1.         Decision trees\u003c\/p\u003e  \u003cp\u003e2.         Finite-state machines (FSM)\u003c\/p\u003e  \u003cp\u003e3.         Behavior trees\u003c\/p\u003e  \u003cp\u003e4.         Fuzzy logic\u003c\/p\u003e  \u003cp\u003e5.         Goal-oriented behavior\u003c\/p\u003e  7.         Rule-based systems\u003cp\u003e\u003c\/p\u003e  \u003cp\u003e9.         A case study: Halo\u003c\/p\u003e  \u003cp\u003e10.       Project: Wumpus’ Cave Explorer\u003c\/p\u003e  \u003cp\u003e \u003c\/p\u003e  \u003cp\u003e\u003cb\u003eChapter 5: Tactics and Strategy\u003c\/b\u003e\u003c\/p\u003e  \u003cp\u003eChapter Goal: Putting together all the knowledge acquired in the previous chapters to build intelligent agents that can perform well against the player.\u003c\/p\u003e  \u003cp\u003eSub - Topics: \u003c\/p\u003e  \u003cp\u003e1.         Putting things together: intelligent agents in action\u003c\/p\u003e  \u003cp\u003e2.         Strategy planning\u003c\/p\u003e  \u003cp\u003e3.         Tactical pathfinding\u003c\/p\u003e  \u003cp\u003e4.         Coordination and tactics in PVE: ambushing the player\u003c\/p\u003e  \u003cp\u003e5.         A case study: 007 Goldeneye\u003c\/p\u003e  \u003cp\u003e6.         Project: Chess with guns\u003c\/p\u003e\n\u003c\/li\u003e\n\u003c\/ul\u003e\u003c\/div\u003e","brand":"APress","offers":[{"title":"Default Title","offer_id":48885825470807,"sku":"9781484263549","price":37.49,"currency_code":"GBP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0817\/1739\/5799\/files\/9781484263549.jpg?v=1722537833","url":"https:\/\/bookcurl.com\/products\/beginning-game-ai-with-unity-9781484263549","provider":"Book Curl","version":"1.0","type":"link"}