Book Image

Unity 5.x Game AI Programming Cookbook

By : Jorge Palacios
5 (1)
Book Image

Unity 5.x Game AI Programming Cookbook

5 (1)
By: Jorge Palacios

Overview of this book

Unity 5 comes fully packaged with a toolbox of powerful features to help game and app developers create and implement powerful game AI. Leveraging these tools via Unity’s API or built-in features allows limitless possibilities when it comes to creating your game’s worlds and characters. This practical Cookbook covers both essential and niche techniques to help you be able to do that and more. This Cookbook is engineered as your one-stop reference to take your game AI programming to the next level. Get to grips with the essential building blocks of working with an agent, programming movement and navigation in a game environment, and improving your agent's decision making and coordination mechanisms - all through hands-on examples using easily customizable techniques. Discover how to emulate vision and hearing capabilities for your agent, for natural and humanlike AI behaviour, and improve them with the help of graphs. Empower your AI with decision-making functions through programming simple board games such as Tic-Tac-Toe and Checkers, and orchestrate agent coordination to get your AIs working together as one.
Table of Contents (15 chapters)
Unity 5.x Game AI Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

About the Reviewers

Jack Donovan is a game developer and software engineer who has been working with the Unity3D engine since its third major release. He studied at Champlain College in Burlington, Vermont, where he received a BS in game programming.

Jack currently works at IrisVR, a virtual reality startup in New York City, where he is developing software that allows architects to generate virtual reality experiences from their CAD models. Before IrisVR, Jack worked on a small independent game team with fellow students, where he wrote the book, OUYA Game Development By Example.

Lauren S. Ferro is a gamification consultant and designer of games and game-like applications. She has worked, designed, consulted, and implemented strategies for a range of different purposes from the fields of professional development, recommendation systems, and educational games. She is an active researcher in the area of gamification, player profiling, and user-centered game design. She runs workshops for both the general public and companies that focus on designing user-centered games and game-like applications. She is also the developer of the game design resource Gamicards, which is a paper-prototyping tool for both games and game-like experiences.