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The Beginner'S Guide To Artificial Intelligence (Unity 2022) - Panter - 03.03.2023 The Beginner'S Guide To Artificial Intelligence (Unity 2022) Last updated 8/2022 MP4 | Video: h264, 1280x720 | Audio: AAC, 44.1 KHz Language: English | Size: 20.48 GB | Duration: 30h 11m A practical guide to programming non-player characters for games in the Unity Game Engine with C# What you'll learn Design and program NPCs with C# in Unity Explain how AI is applied in computer games Implement AI-related Unity Asset plugins into existing projects Work with a variety of AI techniques for developing navigation and decision making abilities in NPCs Requirements You should be familiar with C# and the Unity Game Development Engine. Description Do your non-player characters (NPCs) lack drive and ambition? Are they slow, stupid and constantly banging their heads against the wall? Then this course is for you. Join Penny as she explains, demonstrates and assists you in creating your very own NPCs in Unity with C#. All you need is a sound knowledge of Unity, C# and the ability to add two numbers together.This course uses Unity Version 2021.3 LTSIn this course, Penny reveals the most popular AI techniques used for creating believable character behaviour in games using her internationally acclaimed teaching style and knowledge from over 30 years working with games, graphics and having written two award winning books on games AI. Throughout, you will follow along with hands-on workshops designed to teach you about the fundamental AI techniques used in today's games. You'll join in as NPCs are programmed to chase, patrol, shoot, race, crowd and much more.Learn how to program and work with:vectorswaypointsnavmeshesthe A* algorithmcrowdsflocksanimated charactersvehiclesand industry standard techniques such as goal-oriented action learning and behaviour trees.Contents and OverviewThe course begins with a detailed examination of vector mathematics that sits at the very heart of programming the movement of NPCs. Following this, systems of waypoints will be used to move characters around in an environment before examining the Unity waypoint system for car racing with AI controlled cars. This leads into an investigation of graph theory and the A* algorithm before we apply these principles to developing navmeshes and developing NPCs who can find their way around a game environment. Before an aquarium is programmed complete with autonomous schooling fish, crowds of people will be examined from the recreation of sidewalk traffic, to groups of people fleeing from danger. Having examined the differing ways to move NPCs around in a game environment, their thinking abilities will be discussed with full explanations and more hands-on workshops using finite state machines and behaviour trees.The follow-along workshops included in the course come with starter Unity asset files and projects complete with solutions. Throughout, there are also quizzes and challenge exercises to reinforce your learning and guide you to express your newfound knowledge.At the completion of this course you will have gained a broad understanding of what AI is in games, how it works and how you can use it in your own projects. It will equip you with a toolset to examine any of the techniques presented in more depth to take your game environments to the next level.What students are saying about this course:This has been my favourite Udemy-Unity course so far. It took me from literally 0% knowledge of how game AI is achieved, and took me to a whole new level. Waypoints, pathfinding, state machines, etc etc etc are all covered in-depth and will reveal the magic (spoiler alert: it isn't magic) behind making your computer characters seem like they really have a mind of their own.Oh My God. I love her way of teaching things. I haven't finished this course yet. But all i can say is that it is another brilliant course from her. Artificial intelligence by itself is a tricky thing to do. And before starting this course i never thought that i will understand anything in it. But i was wrong. With her style of teaching, you will learn how to move your characters in an "intelligent" way. This course is perfectly sliced and the pace is wonderful. Overview Section 1: Introduction Lecture 1 Welcome to the Course Lecture 2 Introduction to Artificial Intelligence Lecture 3 Join the H3D Student Community Lecture 4 FAQs Lecture 5 Not So Scary Vector Mathematics Lecture 6 Vector Mathematics Basics Cheat Sheet Section 2: The Mathematics of AI Lecture 7 The Cartesian plane Lecture 8 Vectors Part 1 Lecture 9 Vectors Part 2 Lecture 10 Vectors Part 3 Lecture 11 Calculating Distance Part 1 Lecture 12 Calculating Distance Part 2 Lecture 13 Calculating the Dot Product Lecture 14 Calculating the Angle Between Vectors Lecture 15 Calculating the Cross Project Lecture 16 A Simple Autopilot Project Lecture 17 A Simple AI Pet Challenge Project Section 3: The Physics of AI Lecture 18 Time Lecture 19 Normalising Movement with Time Lecture 20 Velocity Lecture 21 Predicting Future Locations of Game Objects Part 1 Lecture 22 Predicting Future Locations of Game Objects Part 2 Lecture 23 Acceleration Part 1 Lecture 24 Acceleration Part 2 Lecture 25 Acceleration Part 3 Lecture 26 Trajectories Part 1 Lecture 27 Trajectories Part 2 Lecture 28 Trajectories Part 3 Section 4: The A* Algorithm Lecture 29 The A* Pathfinding Algorithm Part 1 Lecture 30 The A* Pathfinding Algorithm Part 2 Lecture 31 The A* Pathfinding Algorithm Part 3 Lecture 32 The A* Pathfinding Algorithm Part 4 Lecture 33 The A* Pathfinding Algorithm Part 5 Lecture 34 The A* Pathfinding Algorithm Part 6 Section 5: Waypoints and Graphs Lecture 35 Waypoints Lecture 36 Slerping to the Direction of Travel Lecture 37 Following a Circuit Lecture 38 Following a Tracker Lecture 39 Using A* with Waypoints Part 1 Lecture 40 A Simple Graph API Part 1 Lecture 41 A Simple Graph API Part 2 Lecture 42 A Simple Graph API Part 3 Lecture 43 Using A* with Waypoints Part 2 Lecture 44 Traversing a Path Lecture 45 Giving Commands to Pathfind Section 6: Vehicles Lecture 46 Setting up Wheel Physics Lecture 47 Forces on Wheels Lecture 48 Constructing a Simple Car Lecture 49 Turning the Steering Wheel Lecture 50 Creating A Circuit with Waypoints Lecture 51 Automatically Driving a Circuit Part 1 Lecture 52 Braking Lecture 53 Driving Forces Lecture 54 Improved Driving Tactics Lecture 55 Adding a Progress Tracker Lecture 56 Adding Antiroll Stabilising Lecture 57 Reconfiguring for Car Setting Testing Lecture 58 Avoiding Other Drivers Lecture 59 Improving Avoidance and Reversing Section 7: Navigation Meshes Lecture 60 Navigation Mesh Introduction Lecture 61 From Waypoints to Navigation Meshes Lecture 62 NavMesh Agents Part 1 Lecture 63 NavMesh Agents Part 2 Lecture 64 NavMesh Agents Part 3 Lecture 65 Following a Player on a NavMesh Section 8: Finite State Machines Lecture 66 Finite State Machines Lecture 67 Creating a State Class Lecture 68 Patrolling Lecture 69 Building the AI Class Lecture 70 Chasing the Player Part 1 Lecture 71 Chasing the Player Part 2 Lecture 72 FSM Challenge Section 9: Autonomously Moving Agents Lecture 73 Seek and Flee Lecture 74 Pursuit Lecture 75 Evade Lecture 76 Wander Lecture 77 Hide Part 1 Lecture 78 Hide Part 2 Lecture 79 Hide Part 3 Lecture 80 Complex Behaviours Lecture 81 Behaviour Challenge Section 10: Crowd Simulation Lecture 82 Moving As One Lecture 83 Creating a City Crowd Part 1 Lecture 84 Creating a City Crowd Part 2 Lecture 85 Fleeing Part 1 Lecture 86 Fleeing Part 2 Lecture 87 Flocking Part 1 Lecture 88 Flocking Part 2 Lecture 89 Flocking Part 3 Lecture 90 Flocking Part 4 Lecture 91 Crowd Challenge Project Lecture 92 Flock Challenge Project Section 11: Goal Driven Behaviour Lecture 93 An Introduction to GOAP Lecture 94 Setting up a GOAP Environment Lecture 95 Preplanning the agent's actions Lecture 96 The World States Lecture 97 Actions Lecture 98 Agents Lecture 99 The GOAP Planner Part 1 Lecture 100 The GOAP Planner Part 2 Lecture 101 Executing a Simple Plan Lecture 102 Creating a Multistep Plan Lecture 103 Spawning Patients Lecture 104 Plans that Require Multiple Agents Lecture 105 Matching Agents with Agents Lecture 106 Adding More Resources to the World Lecture 107 Implementing the Inventory System Lecture 108 Moving the Nurse Lecture 109 Adding a Goal Challenge Section 12: Behaviour Trees Lecture 110 Introducing Behaviour Trees Lecture 111 Nodes Lecture 112 Tree Printing Lecture 113 Leaf and Action Nodes Lecture 114 NavMesh Movement Lecture 115 Sequences Lecture 116 Selectors Lecture 117 Extended Action Methods Lecture 118 Conditions Section 13: Final Words Lecture 119 Some Final Words from Penny Lecture 120 Where to now? Section 14: Moving Lecture 121 This is the previous version of the course. Lecture 122 Vectors and Moving in a Straight Line Lecture 123 Traveling to a Goal Location Lecture 124 Pushing the Character Forward Lecture 125 Slerping Lecture 126 About Animation and Translation Lecture 127 Waypoints Lecture 128 Challenge Section 15: Cars Lecture 129 Unity's Waypoint System Lecture 130 Car Racing with Waypoints Lecture 131 Customising Car Behaviours Lecture 132 Unity's Vehicle System Section 16: Waypoints Lecture 133 Graph Theory and Pathfinding Lecture 134 Pathfinding through Waypoints Lecture 135 Pathfinding through Waypoints Part 2 Lecture 136 Challenge Lecture 137 Waypoints in 2D Section 17: NavMeshes Lecture 138 NavMesh Basics Lecture 139 From Waypoints to NavMesh Lecture 140 NavMesh Agents Part 1 Lecture 141 NavMesh Agents Part 2 Lecture 142 Following a Player on A NavMesh and Setting-Up Off Mesh Links Lecture 143 Fixing Mixamo Textures Lecture 144 Animating on a NavMesh Lecture 145 Syncing Animation Speed with NavMesh Agent Speed Lecture 146 Multiple NavMeshes for Different Agent Sizes Lecture 147 Challenge Section 18: Autonomously Moving Agents Lecture 148 Seek and Flee Lecture 149 Pursuit Lecture 150 Evade Lecture 151 Wander Lecture 152 Hide Part 1 Lecture 153 Hide Part 2 Lecture 154 Complex Behaviours Lecture 155 Behaviour Challenge Section 19: Moving As One Lecture 156 Crowd Simulation Lecture 157 Creating a City Crowd Part 1 Lecture 158 Creating a City Crowd Part 2 Lecture 159 Fleeing Lecture 160 Flocking Part 1 Lecture 161 Flocking Part 2 Lecture 162 Flocking Part 3 Lecture 163 Challenge 1 Lecture 164 Challenge 2 Lecture 165 Challenge 3 Section 20: Let's Start Thinking Lecture 166 Line of Sight Lecture 167 Finite State Machines Part 1 Lecture 168 Finite State Machines Part 2 Lecture 169 Finite State Machines Part 3 Lecture 170 Converting the FSM to Work on a Navmesh Lecture 171 Challenge Section 21: Behaviour Trees Lecture 172 Introduction to Behaviour Trees Lecture 173 Sequence Nodes Part 1 Lecture 174 Sequence Nodes Part 2 Lecture 175 Embedding Logic in Behaviour Trees Lecture 176 Selector Nodes Lecture 177 More Logic for Complex Behaviours Lecture 178 Putting Together a Complex Behaviour Tree Lecture 179 Challenge Section 22: Goal-Orientated Action Planning Lecture 180 Introduction to GOAP Lecture 181 Getting Started with GOAP in Unity Lecture 182 Adding Actions to GOAP Lecture 183 Adding Multiple Plans to GOAP Lecture 184 Global States and Multiple Agents Section 23: End Words Lecture 185 Where To Now? Anyone interested in learning how to program their own non-player characters (NPCs).,Anyone interested in seeing how artificial intelligence is applied in computer games. Homepage |