
在本课程结束时,您将实现自己的 AI 系统。
找出专业游戏 AI 的关键组成部分:决策制定、寻路以及竞争与协作。
做决定
实时决策是创建可靠游戏 AI 的关键组成部分之一。
有很多方法可以实现这一点,无论是有限状态机、行为树还是规划。
本课程侧重于分层有限状态机,这是对原始状态机的改进。
HFSM 目前用于 Doom 2016 等现代游戏。它们易于理解且功能强大。
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了解有限状态机的工作原理以及如何将分层状态机用于您自己的游戏项目。
寻找路径
一旦做出决定,人工智能代理需要从 A 移动到 B。这就是寻路发挥作用的地方。
如今,寻路组件集成在游戏引擎本身中。
在动手项目中,我们将使用 Unity 的 Navmesh 系统。
本课程还侧重于教授探路者如何工作的核心概念。
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了解探路者的工作原理以及如何从 0 开始。
了解如何在游戏 AI 项目中使用 Unitys Navmesh。
了解如何创建掩护点并在选择最终目的地时相应地使用它们。
竞争与合作
伟大人工智能的最后一块拼图也在这门课程中!
在现代游戏中,让 AI 代理不仅通过传感器检测周围的事物,而且在它们之间进行通信是必须的。
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了解如何实现范围、视野、光线投射、命中检测和通信。
了解如何为您的 AI 代理赋予独特的个性以获得卓越的游戏体验
人工智能个性:好斗
认识好斗的 AI!专为寻找和杀戮而设计,撤退几率低,这是完美的杀戮机器!
它的主要特点是线性射弹、距离传感器与射线投射相结合,并且撤退的机会很低。
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了解如何组建一个寻求杀人的 AI 代理。
AI 性格:防守型
进攻与防守相结合是另一种接近战斗的方式。这就是这个人工智能的运作方式。
它的主要特点是火箭弹、范围/射线投射传感器和 50-50% 的攻击/撤退机会。
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了解如何组建一个平衡的 AI 代理,它不仅可以寻找目标,还可以寻找最近的好掩体。
人工智能个性:战术
这个AI从不直接攻击。通过拥有远程传感器并且没有光线投射,一旦检测到敌人,也将确定有利位置。
战术 AI 进行掩护,调整未命中的命中并发射远程射弹。
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了解如何组合使用远程射弹、调整错误的 AI 代理。
包含完整的游戏 AI 项目
您不仅会获得示例,还会获得一个完整的项目,其中包含可在游戏中使用的 AI 系统——是的,包括您的!
你会得到什么
每个实现部分的相关示例
完全模块化的项目,您可以探索和重用您的游戏
分层有限状态机用于实现 AI 逻辑
GDScript 中记录的源代码文件
3 种类型的 AI:攻击型、防御型和战术型
3 种弹丸类型:炮弹、火箭弹和迫击炮
2种射击模式:普通和连发
2 种巡逻模式:航点、随机移动(运行时可互换)
人工智能通信系统——在代理之间传播信息
完整的球员移动和射击系统
游戏资产——建筑、坦克和道具
一切都以整齐的文件结构、预制件、模块化组件等正确组织
本课程适用
于 Unity 中的人工智能初学者
Published 06/2022
Genre: eLearning | MP4 | Video: h264, 1280×720 | Audio: AAC, 44.1 KHz
Language: English | Size: 1.5 GB | Duration: 43 lectures • 2h 47m
Your Own Game AI. From 0 to Hero
What you’ll learn
What is a Game AI and how can it improve your game
What are the main components of a Game AI
How to implement a Game AI System in Unity
How to put everything together in a Game Project using Unity
Requirements
Basic understanding of Unity and C#
Description
By the end of this course you will implement your own AI System.
Find out the key components of a professional Game AI: Decision Making, Pathfinding and Compete & Collaborate.
Decision Making
Realtime decision making is one of the key components when creating a solid Game AI.
There are many ways to achieve this, be it either Finite State Machines, Behavior Trees, Planning.
The course focuses on Hierarchical Finite State Machines, an improvement over the original State Machines.
HFSM are currently used in modern games like Doom 2016. They are easy to understand and powerful.
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Learn how a Finite State Machine works and how to use a Hierarchical State Machine for your own game project.
Pathfinding
Once a decision is made, the AI Agent needs to move from A to B. Here is where pathfinding comes into play.
In these days, the pathfinding component is integrated in the game engine itself.
In the hands-on project we will make use of Unity’s Navmesh System.
This course also focuses on teaching the core concepts of how a pathfinder works.
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Learn how a pathfinder works and how to create one from 0.
Find out how to use Unitys Navmesh in a Game AI project.
Discover how to create cover points and use them accordingly when picking a final destination.
Compete & Collaborate
The last piece of the puzzle of a great AI is also in this course!
Having the AI Agents not only detect what’s around them by using sensors but also communicate between is a must in modern games.
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Learn how to implement range, field of view, raycast, hit detection and communication.
Find out how to give unique personalities to your AI Agents for a superior game experience
AI Personality: Aggressive
Meet the Agressive AI! Made to seek & kill with a low chance of retreat, this is the perfect killing machine!
It’s main features are a linear projectile, a range sensor combined with raycast and a low chance of retreat.
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Learn how to put together an AI Agent that seeks to kill.
AI Personality: Defensive
Combining attacking with defense is another way to approach a fight. And this is how this AI operates.
Its main features are rocket projectiles, range/raycast sensors and a 50-50% attack/retreat chance.
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Learn how to put together a balanced AI Agent that not only seeks the target but also the nearest good cover.
AI Personality: Tactical
This AI never attacks directly. By having a long range sensor and no raycast, once the enemy is detected a vantage point will be also determined.
The Tactical AI goes to cover, adjusts for missed hits and fires a long-range projectile.
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Learn how to put together an AI Agent that uses long-range projectiles, adjusts for errors.
Full Game AI Project Included
You will get not only the examples, but also a full project that features an AI System ready to be used in a game – yes, yours included!
What you will be getting
Relevant examples for each implementation part
Full modular project that you can explore and reuse for your game
Hierarchical Finite State Machines are used to implement the AI logic
Documented Source Code files in GDScript
3 Types of AIs: Aggressive, Defensive and Tactical
3 Projectile Types: Shell, Rocket and Mortar
2 Types of Firing mode: Normal and Burst
2 Patrol modes: Waypoints, Random Movement (interchangeable at runtime)
AI Communication System – propagate information between agents
Full Player Movement and Firing System
Game Assets – Buildings, Tanks and props
Everything properly organized in a tidy file structure, prefabs, modular components and more
Who this course is for
Beginners with Artificial Intelligence in Unity
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