34,79 €
Interactive and engaging games come with intelligent enemies, and this intellectual behavior is combined with a variety of techniques collectively referred to as Artificial Intelligence. Exploring Unity's API, or its built-in features, allows limitless possibilities when it comes to creating your game's worlds and characters. This cookbook covers both essential and niche techniques to help you take your AI programming to the next level.
To start with, you’ll quickly run through the essential building blocks of working with an agent, programming movement, and navigation in a game environment, followed by improving your agent's decision-making and coordination mechanisms – all through hands-on examples using easily customizable techniques. You’ll then discover how to emulate the vision and hearing capabilities of your agent for natural and humanlike AI behavior, and later improve the agents with the help of graphs. This book also covers the new navigational mesh with improved AI and pathfinding tools introduced in the Unity 2018 update. You’ll empower your AI with decision-making functions by programming simple board games, such as tic-tac-toe and checkers, and orchestrate agent coordination to get your AIs working together as one.
By the end of this book, you’ll have gained expertise in AI programming and developed creative and interactive games.
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Seitenzahl: 277
Veröffentlichungsjahr: 2018
Copyright © 2018 Packt Publishing
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Packt Publishing has endeavored to provide trademark information about all of the companies and products mentioned in this book by the appropriate use of capitals. However, Packt Publishing cannot guarantee the accuracy of this information.
Commissioning Editor: Kunal ChaudhariAcquisition Editor: Akshay GhadiContent Development Editor: Flavian VazTechnical Editor: Sachin SunilkumarCopy Editor:Safis EditingProject Coordinator:Devanshi DoshiProofreader: Safis EditingIndexer:Priyanka DhadkeGraphics:Jason MonteiroProduction Coordinator:Shraddha Falebhai
First published: March 2016 Second edition: August 2018
Production reference: 1240818
Published by Packt Publishing Ltd. Livery Place 35 Livery Street Birmingham B3 2PB, UK.
ISBN 978-1-78862-617-0
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Jorge Palacios is a software and game developer with a BS in computer science and eight years of professional experience. He's been developing games for the last five years in different roles, from tool developer to lead programmer. Mainly focused on artificial intelligence and gameplay programming, he is currently working with Unity and HTML5. He's also a game-programming instructor, speaker, and game-jam organizer.
Dr. Davide Aversa holds a PhD in artificial intelligence and an MSc in artificial intelligence and robotics from the University of Rome, "La Sapienza," in Italy. He has a strong interest in artificial intelligence for the development of interactive virtual agents and Procedural Content Generation (PCG). He serves as a peer reviewer in video game-related conferences, such as the IEEE conference on Computational Intelligence and Games (CIG) and he also regularly participates in game-jam contests.
If you're interested in becoming an author for Packt, please visit authors.packtpub.com and apply today. We have worked with thousands of developers and tech professionals, just like you, to help them share their insight with the global tech community. You can make a general application, apply for a specific hot topic that we are recruiting an author for, or submit your own idea.
Title Page
Copyright and Credits
Unity 2018 Artificial Intelligence Cookbook Second Edition
Dedication
Packt Upsell
Why subscribe?
PacktPub.com
Contributors
About the author
About the reviewer
Packt is searching for authors like you
Preface
Who this book is for
What this book covers
To get the most out of this book
Download the example code files
Download the color images
Conventions used
Sections
Getting ready
How to do it...
How it works...
There's more...
See also
Get in touch
Reviews
Behaviors - Intelligent Movement
Introduction
Creating the behaviors template
Getting ready
How to do it...
How it works...
There's more...
See also
Pursuing and evading
Getting ready
How to do it...
How it works...
Adjusting the agent for physics
Getting ready
How to do it...
How it works...
See also
Arriving and leaving
Getting ready
How to do it...
How it works...
Facing objects
Getting ready
How to do it...
How it works...
Wandering around
Getting ready
How to do it...
How it works...
Following a path
Getting ready
How to do it...
How it works...
There's more...
Avoiding agents
Getting ready
How to do it...
How it works...
There's more...
Avoiding walls
Getting ready
How to do it...
How it works...
There's more...
See also
Blending behaviors by weight
Getting ready
How to do it...
How it works...
There's more...
See also
Blending behaviors by priority
Getting ready
How to do it...
How it works...
There's more...
See also
Shooting a projectile
Getting ready
How to do it...
How it works...
There's more...
See also
Predicting a projectile's landing spot
Getting ready
How to do it...
How it works...
There's more...
Targeting a projectile
Getting ready
How to do it...
How it works...
There's more...
Creating a jump system
Getting ready
How to do it...
How it works...
Navigation
Introduction
Representing the world with grids
Getting ready
How to do it...
How it works...
There's more...
See also
Representing the world with points of visibility
Getting ready
How to do it...
How it works...
There's more...
Representing the world with a self-made navigation mesh
Getting ready
How to do it...
How it works...
Finding your way out of a maze with DFS
Getting ready
How to do it...
How it works...
There's more...
Finding the shortest path in a grid with BFS
Getting ready
How to do it...
How it works...
There's more...
Finding the shortest path with Dijkstra
Getting ready
How to do it...
How it works...
There's more...
Finding the best-promising path with A*
Getting ready
How to do it...
How it works...
There's more...
See also
Improving A* for memory – IDA*
Getting ready
How to do it...
How it works...
There's more...
Planning navigation in several frames – time-sliced search
Getting ready
How to do it...
How it works...
See also
Smoothing a path
Getting ready
How to do it...
How it works...
Decision Making
Introduction
Choosing through a decision tree
Getting ready
How to do it...
How it works...
There's more...
Implementing a finite-state machine
Getting ready
How to do it...
How it works...
There's more...
Improving FSMs: hierarchical finite-state machines
Getting ready
How to do it...
How it works...
See also
Implementing behavior trees
Getting ready
How to do it...
How it works...
See also
Working with fuzzy logic
Getting ready
How to do it...
How it works...
There's more...
See also
Making decisions with goal-oriented behaviors
Getting ready
How to do it...
How it works...
Implementing a blackboard architecture
Getting ready
How to do it...
How it works...
There's more...
Experimenting with Unity's animation state machine
Getting ready
How to do it...
How it works...
There's more...
The New NavMesh API
Introduction
Setting up the NavMesh building components
Getting ready
How to do it...
How it works...
There's more...
See also
Creating and managing NavMesh for multiple types of agents
Getting ready
How to do it...
How it works...
There's more...
Creating and updating NavMesh data at runtime
Getting ready
How to do it...
How it works...
Controlling the lifetime of the NavMesh instance
Getting started
How to do it...
How it works...
There's more...
Connecting multiple instances of NavMesh
Getting ready
How to do it...
How it works...
There's more...
Creating dynamic NavMeshes with obstacles
Getting ready
How to do it...
How it works...
There's more...
See also
Implementing some behaviors using the NavMesh API
Getting ready
How to do it...
How it works...
There's more...
Coordination and Tactics
Introduction
Handling formations
Getting ready
How to do it...
How it works...
There's more...
See also
Extending A* for coordination – A*mbush
Getting ready
How to do it...
How it works...
There's more...
Analyzing waypoints by height
Getting ready
How to do it...
How it works...
Analyzing waypoints by cover and visibility
Getting ready
How to do it...
How it works...
Creating waypoints automatically
Getting ready
How to do it...
How it works...
There's more...
See also
Exemplifying waypoints for decision making
Getting ready
How to do it...
How it works...
See also
Implementing influence maps
Getting ready
How to do it...
How it works...
There's more...
See also
Improving influence with map flooding
Getting ready
How to do it...
How it works...
See also
Improving influence with convolution filters
Getting ready
How to do it...
How it works...
There's more...
See also
Building a fighting circle
Getting ready
How to do it...
How it works...
There's more...
See also
Agent Awareness
Introduction
The seeing function using a collider-based system
Getting ready
How to do it...
How it works...
The hearing function using a collider-based system
Getting ready
How to do it...
How it works...
There's more...
The smelling function using a collider-based system
Getting ready
How to do it...
How it works...
There's more...
The seeing function using a graph-based system
Getting ready
How to do it...
How it works...
The hearing function using a graph-based system
Getting ready
How to do it...
How it works...
There's more...
See also
The smelling function using a graph-based system
Getting ready
How to do it...
How it works...
See also
Creating awareness in a stealth game
Getting ready
How to do it...
How it works...
There's more...
See also
Board Games and Applied Search AI
Introduction
Working with the game-tree class
Getting ready...
How to do it...
How it works...
See also
Implementing Minimax
Getting ready...
How to do it...
How it works...
See also
Implementing Negamax
Getting ready...
How to do it...
How it works...
There's more...
See also
Implementing AB Negamax
Getting ready...
How to do it...
How it works...
See also
Implementing NegaScout
Getting ready...
How to do it...
How it works...
See also
Implementing a Tic-Tac-Toe rival
Getting ready...
How to do it...
How it works...
There's more...
See also
Implementing a Checkers rival
Getting ready...
How to do it...
How it works...
There's more...
Implementing Rock-Paper-Scissors AI with UCB1
Getting ready...
How to do it...
How it works...
There's more...
See also
Implementing regret matching
Getting ready...
How to do it...
How it works...
There's more...
See also
Learning Techniques
Introduction
Predicting actions with an N-Gram predictor
Getting ready...
How to do it...
How it works...
There's more...
Improving the predictor – Hierarchical N-Gram
Getting ready...
How to do it...
How it works...
Learning to use Naïve Bayes classifier
Getting ready...
How to do it...
How it works...
Implementing reinforcement learning
Getting ready...
How to do it...
How it works...
Implementing artificial neural networks
Getting ready...
How to do it...
How it works...
Procedural Content Generation
Introduction
Creating mazes with Depth-First Search
Getting ready
How to do it...
How it works...
Implementing the constructive algorithm for dungeons and islands
Getting ready
How to do it...
How it works...
There's more...
See also
Generating landscapes
Getting ready
How to do it...
How it works...
Using N-Grams for content generation
Getting ready
How to do it...
How it works...
There's more...
See also
Generating enemies with the evolutionary algorithm
Getting ready
How to do it...
How it works...
There's more...
See also
Miscellaneous
Introduction
Creating and managing Scriptable Objects
Getting ready
How to do it...
How it works...
There's more...
See also
Handling random numbers better
Getting ready
How to do it...
There's more...
See also
Building an air-hockey rival
Getting ready
How to do it...
How it works...
See also
Implementing an architecture for racing games
Getting ready
How to do it...
How it works...
Managing race difficulty using a rubber-band system
Getting ready
How to do it...
How it works...
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When we think about artificial intelligence (AI), a lot of topics may come to mind, from simple behaviors such as following or escaping from the player, through the classic chess-rival AI, to state-of-the-art techniques in machine learning or procedural content generation.
Talking about Unity means talking about game development democratization. Thanks to its ease of use, fast-paced technological improvements, ever-growing community of developers, and new cloud services, Unity has become one of the most important pieces of game industry software.
With all that in mind, the main goal of writing this book is to offer you, the reader, both technical insight into Unity, following best practices and conventions, and theoretical knowledge that helps you grasp AI concepts and techniques, so you can get the best of both worlds for your own personal and professional development.
This cookbook will introduce you to the tools you need to build great AI, either for creating better enemies, polishing that final boss, or even building your own customized AI engine. It aims to be your one-stop reference for developing AI techniques in Unity.
Welcome to an exciting journey that combines a variety of things that means a lot to me as a professional and human being; programming, game development, AI, and sharing knowledge with other developers. I cannot stress how humbled and happy I am to be read by you right now, and grateful to the team at Packt for this formidable opportunity. I hope this material helps you not only take your Unity and AI skills to new levels, but also deliver that feature that will engage players with your game.
This book is intended for those who already have a basic knowledge of Unity and are eager to get more tools under their belt to solve AI and gameplay-related problems.
Chapter 1, Behaviors – Intelligent Movement, explores some of the most interesting movement algorithms based on the steering behavior principles developed by Craig Reynolds and work from Ian Millington. They act as a foundation for most of the AI used in advanced games and other algorithms that rely on movement, such as the family of path-finding algorithms.
Chapter 2, Navigation, covers path-finding algorithms for navigating complex scenarios. It will include some ways of representing the world using different kinds of graph structure, and several algorithms for finding a path, each aimed to different situations.
Chapter 3, Decision Making, explains different decision-making techniques that are flexible enough to adapt to different types of games, and robust enough to let us build modular decision-making systems.
Chapter 4, The New NavMesh API, shows the inner workings of the NavMesh API introduced in Unity 5.6, and explains how it enables us to grasp the power of the NavMesh engine and tune it in real time.
Chapter 5, Coordination and Tactics, deals with a number of different recipes for coordinating different agents as a whole organism, such as formations and techniques that allow us make tactical decisions based on graphs, such as waypoints and influence maps.
Chapter 6, Agent Awareness, explores different ways to simulate sense stimuli on an agent. We will learn how to use tools we already know to create these simulations: colliders and graphs.
Chapter 7, Board Games and Applied Search AI, covers a family of algorithms for developing board games, as well as turn-based-game techniques for creating AI.
Chapter 8, Learning Techniques, explores the field of machine learning. It will give us a great head-start in our endeavor to learn and apply machine learning techniques into our games.
Chapter 9, Procedural Content Generation, explores different techniques for enabling replayability in our games by creating content procedurally. It will give us some pointers in the right direction for different types of content.
Chapter 10, Miscellaneous, introduces new techniques and uses algorithms that we will have learned in previous chapters to create new behaviors that don't quite fit in a definite category.
Anyone with a strong programming background will be able to get the most out of this book. However, readers that also have strong foundations in comp-sci will benefit greatly from the set of implementations in Unity.
Before you start, it is important to know about programming, data structures, and the basic foundations of C#. We assume that you feel comfortable creating scripts components in Unity, and have developed some prototypes in the past.
We believe that you will get the most out of this book if you already have an idea of the modules for beginner and intermediate gameplay scripting available at https://unity3d.com/learn/tutorials/s/scripting.
We have developed this book using Unity, Visual Studio Community, and Visual Studio Code. The latter shows better performance and behaves in the same way in Windows and Mac operating systems. The first would be our choice for a Windows-only development environment.
You can download the example code files for this book from your account at www.packtpub.com. If you purchased this book elsewhere, you can visit www.packtpub.com/support and register to have the files emailed directly to you.
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In this book, you will find several headings that appear frequently (Getting ready, How to do it..., How it works..., There's more..., and See also).
To give clear instructions on how to complete a recipe, use these sections as follows:
This section tells you what to expect in the recipe and describes how to set up any software or any preliminary settings required for the recipe.
This section contains the steps required to follow the recipe.
This section usually consists of a detailed explanation of what happened in the previous section.
This section consists of additional information about the recipe in order to make you more knowledgeable about the recipe.
This section provides helpful links to other useful information for the recipe.
Feedback from our readers is always welcome.
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In this chapter, we will develop AI algorithms for movement by covering the following recipes:
Creating the behaviors template
Pursuing and evading
Adjusting the agent for physics
Arriving and leaving
Facing objects
Wandering around
Following a path
Avoiding agents
Avoiding walls
Blending behaviors by weight
Blending behaviors by priority
Shooting a projectile
Predicting a projectile's landing spot
Targeting a projectile
Creating a jump system
Unity has been one of the most popular game engines for quite a while now, and it's probably the de facto game development tool for indie developers, not only because of its business model, which has a low entry barrier, but also because of its robust project editor, year-by-year technological improvements, and, most importantly, its ease of use and an ever-growing community of developers around the globe.
Thanks to Unity's heavy lifting behind the scenes (rendering, physics, integration, and cross-platform deployment, to name but a few) it's possible for us to focus on creating the AI systems that will bring our games to life, creating great real-time experiences in the blink of an eye.
The goal of this book is to give you the tools to build great AI, create better enemies, polish that final boss, or even build your own customized AI engine.
In this chapter, we will start by exploring some of the most interesting movement algorithms based on the steering behavior principles developed by Craig Reynolds, along with work from Ian Millington. These recipes are the stepping stones for most of the AI used in advanced games and other algorithms that rely on movement, such as the family of path-finding algorithms.
Before creating our behaviors, we need to code the stepping stones that help us to create not only intelligent movement, but also help us to build a modular system to change and add these behaviors. We will create custom data types and base classes for most of the algorithms covered in this chapter.
Our first step is to remember the update functions' order of execution:
Update
LateUpdate
The idea is to be able to delegate the movement's logic inside the GetSteering() function on the behaviors that we will later build, simplifying our agent's class to a main calculation based on those.
Besides, we are guaranteed to be able to set the agent's steering value before it is used thanks to Unity script and function execution orders.
This is a component-based approach, which means that we must remember to always have an Agent script attached to GameObject for the behaviors to work as expected.
For further information on Unity's game loop and the execution order of functions and scripts, please refer to the official documentation available online at these links:
http://docs.unity3d.com/Manual/ExecutionOrder.html
https://docs.unity3d.com/Manual/class-MonoManager.html
Pursuing and evading are great behaviors to start with because they rely on the most basic behaviors and extend their functionality by predicting the target's next step.
