001432878 000__ 03203cam\a2200601\i\4500 001432878 001__ 1432878 001432878 003__ OCoLC 001432878 005__ 20230309003538.0 001432878 006__ m\\\\\o\\d\\\\\\\\ 001432878 007__ cr\un\nnnunnun 001432878 008__ 201208s2021\\\\caua\\\\o\\\\\001\0\eng\d 001432878 019__ $$a1226592914$$a1232856978$$a1235832750$$a1240510180 001432878 020__ $$a9781484263556$$q(electronic bk.) 001432878 020__ $$a1484263553$$q(electronic bk.) 001432878 020__ $$a9781484263563$$q(print) 001432878 020__ $$a1484263561 001432878 020__ $$z1484263545 001432878 020__ $$z9781484263549 001432878 0247_ $$a10.1007/978-1-4842-6355-6$$2doi 001432878 035__ $$aSP(OCoLC)1226099752 001432878 040__ $$aYDX$$beng$$epn$$cYDX$$dERF$$dOCLCF$$dGW5XE$$dOCLCO$$dVT2$$dRDF$$dEBLCP$$dTOH$$dUKAHL$$dN$T$$dK6U$$dOCL$$dOCLCQ$$dOCLCO$$dCOM$$dOCLCQ 001432878 049__ $$aISEA 001432878 050_4 $$aQA76.76.C672 001432878 08204 $$a794.8/151$$223 001432878 1001_ $$aCossu, Sebastiano M.,$$eauthor. 001432878 24510 $$aBeginning game AI with Unity :$$bprogramming artificial intelligence with C# /$$cSebastiano M. Cossu. 001432878 264_1 $$a[Berkeley, CA] :$$bApress,$$c[2021] 001432878 300__ $$a1 online resource (xiv, 143 pages) :$$billustrations 001432878 336__ $$atext$$btxt$$2rdacontent 001432878 337__ $$acomputer$$bc$$2rdamedia 001432878 338__ $$aonline resource$$bcr$$2rdacarrier 001432878 347__ $$atext file 001432878 347__ $$bPDF 001432878 500__ $$aIncludes index. 001432878 5050_ $$aChapter 1: Introduction -- Chapter 2: The Basics -- Chapter 3: Paths and Waypoints -- Chapter 4: Navigation -- Chapter 5: Behaviors. 001432878 506__ $$aAccess limited to authorized users. 001432878 520__ $$aGame developers will use this book to gain a basic knowledge of programming artificial intelligence using Unity and C#. You will not be bored learning the theory underpinning AI. Instead, you will learn by experience and practice, and complete an engaging project in each chapter. AI is the one of the most popular subjects in gaming today, ranging from controlling the behavior of non-player characters to procedural generated levels. This book starts with an introduction to AI and its use in games. Basic moving behaviors and pathfinding are covered, and then you move through more complex concepts of pathfinding and decision making. You will: Understand the fundamentals of AI Create gameplay-based AI to address navigation and decision-making problems Put into practice graph theory and behavior models Address pathfinding problems Use the A* algorithm, the deus ex machina of pathfinding algorithms Create a mini stealth game. 001432878 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed February 25, 2021). 001432878 63000 $$aUnity (Electronic resource) 001432878 650_0 $$aComputer games$$xProgramming. 001432878 650_0 $$aArtificial intelligence. 001432878 650_0 $$aC# (Computer program language) 001432878 650_6 $$aJeux d'ordinateur$$xProgrammation. 001432878 650_6 $$aIntelligence artificielle. 001432878 650_6 $$aC# (Langage de programmation) 001432878 655_0 $$aElectronic books. 001432878 77608 $$iPrint version:$$z1484263545$$z9781484263549$$w(OCoLC)1183421606 001432878 852__ $$bebk 001432878 85640 $$3Springer Nature$$uhttps://univsouthin.idm.oclc.org/login?url=https://link.springer.com/10.1007/978-1-4842-6355-6$$zOnline Access$$91397441.1 001432878 909CO $$ooai:library.usi.edu:1432878$$pGLOBAL_SET 001432878 980__ $$aBIB 001432878 980__ $$aEBOOK 001432878 982__ $$aEbook 001432878 983__ $$aOnline 001432878 994__ $$a92$$bISE