Advanced AI For Games with Goal-Oriented Action Planning

Advanced AI For Games with Goal-Oriented Action Planning Free Download. 

Artificial Intelligence for Creating Complex Game Character Behaviours for Simulations, Real-Time Strategy Games & More What you’ll learn

How to design and program more intelligent behaving Non-Player Characters with C#.
How goals, states, actions, believes and path-planning can be applied in computer games.
The finer workings of a Goal-Oriented Action Planning (GOAP) library and building one from scratch.
How to develop and debug your own simulations.

Requirements

You should be familiar with C# and the Unity Game Development Engine.

Description

Goal-Oriented Action Planning (GOAP) is an AI architecture that provides game characters with the ability to select goals and make plans to achieve those goals based on the state of the environment and available resources. It can be used across a wide range of game genres from first-person shooters to real-time strategies, to develop intelligent characters capable of making smart decisions without the need for large finite state machines. The codebase is deceptively simple and yet logical, reusable, and extremely powerful. The library is written in C# and implemented in Unity V.2019, however will easily port to other applications.

In this course, Penny demystifies the advanced AI technique of GOAP used for creating believable and intelligent game characters in games using her internationally acclaimed teaching style and knowledge from over 25 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 take you through every step of putting together your own GOAP API. You will build the entire GOAP library from the ground up while building a hospital simulation scenario in parallel, to test the API as you go.

Learn how to program and work with:

A GOAP Library and API that’s reusable across a wide range of game projects.

Goals, Actions, States, and Beliefs define the state of the game environment, what individual characters want to do, and how they understand their world.

Navigation Meshes and Agents that provide advanced path planning and navigation capabilities for characters.

Dynamic Building of NavMeshes to allow for the repositioning of resources in the environment.

Inventories for each character for use in completing tasks that satisfy character goals.

The Unity UI system to move draggable resources into a game environment.

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