Rating:

(8 reviews)
Author: Aung Sithu Kyaw Clifford Peters Thet Naing Swe
ISBN : B00E4O3JJ2
New from $16.54
Format: PDF
Download electronic versions of selected books Free Unity 4.x Game AI Programming [Kindle Edition] for everyone book mediafire, rapishare, and mirror link
In Detail
This book fills the gap between artificial intelligence (AI) books designed to learn underlying AI algorithms and general Unity3D books written to cover basic scene setup and scripting in Unity3D. Game AI Scripting in Unity3D covers implementing AI techniques such as flocking, pathfinding, path following, and behavior trees in Unity3D with example projects.
Game AI Scripting in Unity3D will show you how to apply AI techniques to your Unity3D projects using C# as the scripting language. Unlike other AI books and Unity3D books, this book tries to focus more on the application of AI techniques in the Unity3D engine, with sample projects that demonstrate finite state machines (FSMs), pathfinding, steering, navigation graphs, and behavior trees techniques.
This book shows how to implement various AI techniques in Unity3D by implementing the algorithm from scratch using C#, applying Unity3D built-in features, or using available scripts and plugins from the Unity Asset Store. For example, we’ll be implementing our own A* algorithm to do pathfinding but will also explore the Unity3D navigation graphs feature. Then we’ll use the Behave plugin to construct behavior trees for intelligent AI character behaviors.
Game AI Scripting in Unity3d covers other AI techniques such as flocking behavior, building a sensory system for taking inputs from the environment and other AI agents, and so on. In the final chapter this book will show you how to build a racing game AI project using Unity3D and applying the techniques described in earlier chapters.
Approach
Step-by-step practical tutorial
Who this book is for
Are you are a programmer with basic knowledge of Unity3D who would like to add AI features to your game? Are you looking for a reference on implementing AI in Unity3D with simple to follow instructions, and lots of sample code and projects? Then this book is for you. You should have some background in C# language as this book will use C# for scripting. However if you know any other language you should be able to follow this book fairly easily.
Books with free ebook downloads available Free Unity 4.x Game AI Programming [Kindle Edition]
- File Size: 2671 KB
- Print Length: 213 pages
- Publisher: Packt Publishing (July 23, 2013)
- Sold by: Amazon Digital Services, Inc.
- Language: English
- ASIN: B00E4O3JJ2
- Text-to-Speech: Enabled
X-Ray:
- Lending: Not Enabled
- Amazon Best Sellers Rank: #78,579 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
- #37
in Books > Computers & Technology > Computer Science > Artificial Intelligence > Human Vision & Language Systems - #77
in Books > Computers & Technology > Programming > Algorithms
- #37
in Books > Computers & Technology > Computer Science > Artificial Intelligence > Human Vision & Language Systems - #77
in Books > Computers & Technology > Programming > Algorithms
Free Unity 4.x Game AI Programming
Who this book is for
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With a concept like AI programming, you can guess this isn't a beginner's book on Unity 3D or programming. The authors spend no time on Unity's interface or programming concepts like interfaces or compilation processes. That is a good thing. There are plenty of books out there that do that.
If you have read at least one AI book before, I would imagine this book would be a little simplistic for you. It definitely targets the intermediate programmer who has no experience with AI concepts.
Theory vs Practice
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After reading the first few chapters on finite state machines and probability, I really enjoyed the alternating between theory and code examples. There is a nice balance between introducing AI concepts, than supplementing those concepts with code examples in Unity.
By the way, when I read these type of coding books now, I usually download the projects and analyze the code through an IDE like MonoDevelop. Formatted code on a printed page or PDF can be very difficult to read sometimes. With all of the word wrapping and removed spacing that they use, it can really slow you down while reading. The book doesn't include all of the code for each project, so you aren't going to get that much working without downloading the project files.
Chapter Ranking System
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I just came up with this idea and thought I would try it out. This is a ranking with each chapter and how good I think it is. Yes, they are all competing against each other to be the best section in the book.
1. Chapter 9: Behavior Trees
2. Chapter 2: Finite State Machines
3.
I was very excited to get this book. I love Unity and I love designing AI systems. Overall this book presents the same material you would find in typical university AI design courses. It covers the big important topics that all AI courses and texts should address: Finite State Machines, probability, flocking, path following, A* pathfinding, navigation meshes and behavior systems.
It's good information if you have never implemented these systems before. It is a well rounded book that covers it all. This book is great for beginners.
If you have any experience with these systems, this book is not likely to offer you much additional insight.
There are several references throughout the book to other books on game design and AI design by other authors. This is great if you are looking for additional reading material. Unfortunately some of the references are in the context of "topic W is explained by author X in publication Y" and little more is added by the authors.
The code conventions in the examples provided in the book are inconsistent style-wise. I found this very distracting. Someone with little or no experience coding may not notice because everything is so new, but a consistent coding style would help to facilitate the learning process.
Syntax, diction and grammar errors are peppered throughout the book. It is distracting and lends an unprofessional feel to the book at times. Although more common than I would prefer, they can be overlooked and the underlying information presented is still valid.
The chapter on behavior trees was a massive disappointment. Rather than explain or walk through an implementation of a behavior system, the authors merely explain how to use a downloadable asset from the Asset store.
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