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Unity 4.x Game AI Programming (Englisch) Taschenbuch – 23. Juli 2013


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Über den Autor und weitere Mitwirkende

Aung Sithu Kyaw

Aung Sithu Kyaw is originally from Myanmar, (Burma) and has over seven years of experience in the software industry. His main interests include game-play programming, startups, entrepreneurship, writing, and sharing knowledge. He holds a Master of Science degree from Nanyang Technological University (NTU), Singapore, majoring in Digital Media Technology. Over the past few years, he has worked as a Research Programmer at INSEAD, Sr. Game Programmer at Playware Studios Asia, Singapore, and lastly as a Research Associate at NTU. In 2011, Aung co-founded Rival Edge Pte Ltd., a Singapore-based interactive digital media company that provides a technical consultancy service to creative agencies and also produces social mobile games. Visit http://rivaledge.sg for more information. Aung is the co-author of Irrlicht 1.7 Realtime 3D Engine Beginner's Guide, Packt Publishing, and is also a visiting lecturer at NTU conducting workshops on game design and development using Unity3D.He can be followed on Twitter @aungsithu and by using his LinkedIn profile linkedin.com/in/aungsithu.



Clifford Peters

Clifford Peters is a programmer and a computer scientist. He has reviewed the following Packt Publishing books: Unity Game Development Essentials, Unity 3D Game Development by Example Beginner's Guide, Unity 3 Game Development Hotshot, Unity 3.x Game Development by Example Beginner's Guide, Unity iOS Game Development Beginner's Guide, and Unity iOS Essentials.



Thet Naing Swep

Thet Naing Swe is the co-founder and Chief Creative Director of Rival Edge Pte Ltd., based in Singapore. He graduated from the University of Central Lancashire where he majored in Game Design and Development and started his career as a game programmer at the UK-based Code Monkeys studios. He relocated to Singapore in 2010 and worked as a graphics programmer at Nanyang Technological University (NTU) on a cinematic research project together with Aung. Currently at Rival Edge, he's responsible for interactive digital media consulting projects mainly using Unity3D as well as making social mobile games for a casual audience. He can be reached via thetnswe@rivaledge.sg.



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Amazon.com: 11 Rezensionen
13 von 13 Kunden fanden die folgende Rezension hilfreich
Just what the title says 29. August 2013
Von Scott L. Petrovic - Veröffentlicht auf Amazon.com
Format: Taschenbuch
Who this book is for
-----------------------------------

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
-----------------------------------

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
-----------------------------------

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. Chapter 6: Path Following and Steering Behaviors
4. Chapter 5: Flocking
5. Chapter 3: Random and Probability
6. Chapter 4: Implementing Sensors
7. Chapter 7: A* Pathfinding
8. Chapter 1: Introduction to AI
9. Chapter 8: Navigation Mesh
10. Chapter 10: Putting It All Together

I think I just ordered these into what I currently think is the most useful for me, but I am sticking to my list! I really had those "aha" moments when going through the finite state machine concepts and behavior trees ( using Behave). Note: AngryAnt just came out with Behave 2.0 ($100), but you can still use the free 1.4 version.

The path following and steering chapter is pretty neat because it talks about dynamic obstacle avoidance (ie dodging a car coming at you).

The flocking chapter is interesting conceptually as well as the two different implementations it introduces. Having flocks of objects move around together seems approachable now.

The part I liked the most about the randomness and probability chapter was learning how slot machines work at casinos (they are tricky). Randomness and Probability aren't really AI specific, so the concepts are not used much outside of this chapter.

The A* path finding chapter was over my head. The chapter builds an A* path finding system from scratch, but the concepts are a little difficult to understand since there is a lot of recursion with children stuff going on. I read it and tried, but didn't really understand it at a deep level.If you aren't familiar with the algorithm, it creates a grid of the entire map and calculates optimum paths between two points. After finishing this chapter, I decided I can just use it "as is" and worry about understanding it if I would ever need to alter it.

The Gripe
-----------------------------------

I put Chapter 10 last, For the final project, the authors create a mediocre little Twisted Metal type game, but there is little AI that they actually implement. The cars don't even know when they hit a wall ( or know how to drive backwards if they get stuck). With all of the neat concepts and patterns that the book introduced, I think it would have been better to make a game that was more AI heavy like a simple strategy game. I am not reading an AI book to get better at instantiating explosions or fire missles.

I also didn't see this chapter as helpful because some implementations they used were earlier stated that they don't scale well (looking at you advanced finite state machine classes ). I understand learning simple solutions to grasp a concept. I just didn't like how they presented a better solution for state management (Behave) , then the very next chapter fall back on an inferior solution. Why would I want to go back to that archaic thing!

End Gripe.

This gripe is just about one chapter, so 90% of the book still has solid and useful content that people will benefit from if they are new to AI.

Final Thoughts
-----------------------------------

I enjoyed this book tremendously. I was a little apprehensive reading it at first since I hear how difficult artificial intelligence can be. I feel AI is a subject I might be more interested in now - which is a good feeling to have at the end of a book. If you are new to AI programming and use Unity3D as your engine, I would recommend this. I don't think there is another Unity book out there on AI, so it doesn't have much competition right now.
6 von 6 Kunden fanden die folgende Rezension hilfreich
Ok, but could have been better. 17. November 2013
Von Mikael Gyth - Veröffentlicht auf Amazon.com
Format: Kindle Edition Verifizierter Kauf
Covers most of the basics concerning AI in unity. The chapters on FSM's are good. However the chapters on Behavior Trees where a big disappointment. It's basically just telling you to download and use a plugin (witch by the way have been removed and replaced with a new version that cost 200$). I had really hoped that this book would give some more detailed insights into actually programming the systems.
I do not believe in reinventing the wheel, but building simple versions of complex systems (like the FSM chapters did) is really helpful for understanding and using more complete solutions provided by a third party.
All in all an ok book, but the letdown in the Behavior Tree chapters lost it a couple of stars.
3 von 3 Kunden fanden die folgende Rezension hilfreich
Excellent Introduction to AI in Unity 10. Oktober 2013
Von Patrick Heney - Veröffentlicht auf Amazon.com
Format: Taschenbuch
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. That wouldn't be so bad, except it's a $200 asset.

The final chapter is the implementation of a 'demo' game similar to the old Twisted Metal game. On the one hand, I like when books include a complete functioning project. On the other hand, a book on AI should not waste text on implementing vehicle controls, guns, missiles and similar material. I'd prefer to have a final project that implements the material covered in the book. The final project does implement a simple Finite State Machine, but it's almost identical to the one presented in the second chapter. There really should have been more AI related material in the final project.
1 von 1 Kunden fanden die folgende Rezension hilfreich
Great Hands-on Book for AI in Unity3D 6. September 2013
Von mboaj - Veröffentlicht auf Amazon.com
Format: Taschenbuch
Artificial Intelligence is widely applied to video games and there are several introductory books that overview the most famous AI techniques. Most of such books are very good at explaining artificial intelligence to the newcomers, however they rarely show how to code such methods into an actual game engine. The new book "Unity 4.x Game AI Programming", by Aung Sithu Kyaw, Clifford Peters, and Thet Naing Swe, published by Packt Publishing is an exciting addition to any programmers' AI bookshelf.

The book has a simple a very clear goal since the beginning: to teach you the most widely used AI techniques and how to code them into Unity using C#. Accordingly, the authors do not try to overview the whole AI field (as other books do) but simply focus on the major algorithms used to implement game intelligence and show the reader how to implement them in a game using Unity. The book starts from the simplest techniques of all (finite state machines and flocking) and gradually progresses to more sophisticated techniques such as the A* pathfinding algorithm, navigation meshes, to end with behavior trees (a cutting-edge approach to program non-player characters). Along the way, it introduces other fundamental concepts that are needed to move to more complex algorithms such as random number and probability (Chapter 3) and sensor models (Chapter 4). As usual for PacktPub publications, the volume contain several examples that the reader can try as well as a tank combat game which shows how to put together all the concepts at once.

I liked this book very much. Although the span of techniques is limited (when compared to other volumes), this has been the first book I read that provide such hands-on examples on a widely used game engine like Unity and it can be a very helpful support to lectures about game AI.
1 von 1 Kunden fanden die folgende Rezension hilfreich
Great stuff 31. Mai 2014
Von Code Monkey - Veröffentlicht auf Amazon.com
Format: Kindle Edition Verifizierter Kauf
If you want to write intelligent game AI this is the book that will provide guidelines, I started reading it and I couldn't put it down, and implementing rules based on RAIN (Rival Theory) and some clever scripting based on this book.
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