{"product_id":"beginning-game-ai-with-unity-programming-artificial-intelligence-with-c-9781484263549","title":"Beginning Game AI with Unity: Programming Artificial Intelligence with C#","description":"\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\u003cbr\u003e\u003cbr\u003e\u003cb\u003eAuthor:\u003c\/b\u003e \u003ca href=\"https:\/\/correctionsbookstore.com\/search?type=product%2Carticle%2Cpage\u0026amp;q=AUTH-12620422\"\u003eSebastiano M. Cossu\u003c\/a\u003e\u003cbr\u003e\u003cb\u003ePublisher:\u003c\/b\u003e Apress\u003cbr\u003e\u003cb\u003ePublished:\u003c\/b\u003e 12\/06\/2020\u003cbr\u003e\u003cb\u003ePages:\u003c\/b\u003e 143\u003cbr\u003e\u003cb\u003eBinding Type:\u003c\/b\u003e Paperback\u003cbr\u003e\u003cb\u003eWeight:\u003c\/b\u003e 0.51lbs\u003cbr\u003e\u003cb\u003eSize:\u003c\/b\u003e 9.21h x 6.14w x 0.34d\u003cbr\u003e\u003cb\u003eISBN13:\u003c\/b\u003e 9781484263549\u003cbr\u003e\u003cb\u003eISBN10:\u003c\/b\u003e 1484263545\u003cbr\u003e\u003cb\u003eBISAC Categories:\u003c\/b\u003e\u003cbr\u003e- \u003ca href=\"https:\/\/correctionsbookstore.com\/search?type=product%2Carticle%2Cpage\u0026amp;q=CAT-COM\"\u003eComputers\u003c\/a\u003e | \u003ca href=\"https:\/\/correctionsbookstore.com\/search?type=product%2Carticle%2Cpage\u0026amp;q=BISAC-COM012040\"\u003eProgramming | Games\u003c\/a\u003e\u003cbr\u003e- \u003ca href=\"https:\/\/correctionsbookstore.com\/search?type=product%2Carticle%2Cpage\u0026amp;q=CAT-COM\"\u003eComputers\u003c\/a\u003e | \u003ca href=\"https:\/\/correctionsbookstore.com\/search?type=product%2Carticle%2Cpage\u0026amp;q=BISAC-COM004000\"\u003eArtificial Intelligence | General\u003c\/a\u003e\u003cbr\u003e\u003cbr\u003e\u003cp\u003e\u003cb\u003eAbout the Author\u003c\/b\u003e\u003cbr\u003e\u003cb\u003eSebastiano Cossu\u003c\/b\u003e is a software engineer and game developer. He studied computer science at the University of Rome \"La Sapienza\". He is currently working as Game UI Developer at Feral Interactive Ltd. in London. He wrote the Apress book, \u003ci\u003eGame Development with GameMaker Studio 2\u003c\/i\u003e.\u003cbr\u003e\u003c\/p\u003e","brand":"Apress","offers":[{"title":"Default Title","offer_id":45876730200239,"sku":"9781484263549","price":54.99,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0651\/9255\/8767\/files\/img_a7682f3e-f55c-48da-b52e-449526386c56.jpg?v=1757694675","url":"https:\/\/www.correctionsbookstore.com\/es\/products\/beginning-game-ai-with-unity-programming-artificial-intelligence-with-c-9781484263549","provider":"Corrections Bookstore ","version":"1.0","type":"link"}