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    The Beginner'S Guide To Artificial Intelligence (Unity 2022)

    Posted By: ELK1nG
    The Beginner'S Guide To Artificial Intelligence (Unity 2022)

    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.