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Practical guide to AI in Unity

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Andreas Metz

4:44:34

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  • 1 - Introduction.mp4
    05:34
  • 2 - AI General.mp4
    08:48
  • 2 - State-Machines-english.pdf
  • 3 - State Machines Theory.mp4
    14:10
  • 4 - Statemachine-Example.zip
  • 4 - State Machines Example.mp4
    16:04
  • 5 - Exercise-StateMachine.pdf
  • 5 - StateMachine-student.zip
  • 5 - State Machine Exercise.mp4
    02:44
  • 6 - StateMachine-finished.zip
  • 6 - State Machine Exercise Solution.mp4
    11:20
  • 7 - State Pattern Theory.mp4
    18:06
  • 7 - State-StatePattern-english.pdf
  • 8 - Further Reading Article about State Pattern in Computergames.txt
  • 8 - StatePatternBuild.zip
  • 8 - StatePatternExercise.zip
  • 8 - StatePatternExerciseFinished.zip
  • 8 - State Pattern Example.mp4
    32:58
  • 9 - Artificial-Intelligence-BehaviorTree-v2-english.pdf
  • 9 - Introduction.mp4
    10:01
  • 10 - Theory.mp4
    19:06
  • 11 - Theoretic Examples & Exercise1.mp4
    15:15
  • 12 - Behavior Designer Documentation.txt
  • 12 - ColonySim-Build.zip
  • 12 - Project Overview.mp4
    05:17
  • 12 - behavior-designer-edu-2019-3-2.zip
  • 12 - behavior-designer-edu-2022-3-8.zip
  • 13 - ColonySimulation-Example-start-2019.zip
  • 13 - ColonySimulation-Example-start-2022-3.zip
  • 13 - Our first Behavior Tree with Behavior Designer.mp4
    17:54
  • 14 - ColonySim-Ex2-Student-2019.zip
  • 14 - ColonySim-Ex2-Student-2022.zip
  • 14 - Exercise2 Hunterbehavior.mp4
    01:15
  • 14 - Exercise-BT2-Hunter.pdf
  • 15 - ColonySim-Ex2-Finished-2019.zip
  • 15 - ColonySim-Ex2-Finished-2022.zip
  • 15 - Exercise 2 Hunterbehavior Solution.mp4
    05:55
  • 16 - Custom Actions.mp4
    08:13
  • 17 - Custom Conditions.mp4
    03:43
  • 18 - Behavior Designer Variables.mp4
    03:45
  • 19 - ColonySim-ex3-start-2019.zip
  • 19 - ColonySim-ex3-start-2022.zip
  • 19 - Exercise3 Custom Condition.mp4
    01:44
  • 19 - Exercise-BT3-CustomConditional.pdf
  • 20 - ColonySim-ex3-finished-2019.zip
  • 20 - ColonySim-ex3-finished-2023.zip
  • 20 - Exercise3 Custom Condition Solution.mp4
    15:31
  • 20 - Exercise-BT3-CustomConditional.pdf
  • 21 - Priorities & Conditional Aborts Theory.mp4
    08:24
  • 22 - CondAbort-Demo-2019.zip
  • 22 - CondAbort-Demo-2022.zip
  • 22 - Priorities & Conditional Aborts Example.mp4
    03:58
  • 23 - BT-ex4-Chicken-Student-2019.zip
  • 23 - BT-ex4-Chicken-Student-2022.zip
  • 23 - Exercise4 Chickenbehavior.mp4
    04:48
  • 23 - Exercise-BT4-Chicken.pdf
  • 24 - BT-Ex4-solution-2019.zip
  • 24 - BT-Ex4-solution-2022.zip
  • 24 - Exercise4 Chickenbehavior Solution.mp4
    24:00
  • 24 - Further Reading Article about BT in Halo2.txt
  • 24 - Further Reading Excellent Article about BT in Project Zomboid.txt
  • 25 - GeneticAlgorithms-english.pdf
  • 25 - Introduction.mp4
    10:05
  • 26 - Article about a shoot em up with Genetic Algorithms.txt
  • 26 - ColonySimulation-Genetic-Algorithms.zip
  • 26 - Example.mp4
    13:03
  • 26 - Genetic Algorithm which learns to build Cars.txt
  • 26 - More formal Explanation of Genetic Algorithms.txt
  • 26 - Video Simulating Natural Selection.txt
  • 26 - Wikipedia Entry on Genetic Algorithms.txt
  • 27 - Course Outro.mp4
    02:53
  • Description


    Create the AI for a Unity Game: Develop a colony-simulation using State-Machines, Behavior-Trees and Genetic Algorithms

    What You'll Learn?


    • Lay the foundation for a Colony-Survival Game like Rimworld or Oxygen Not Included
    • Develop simple and complex practical AI Solutions for your games
    • Create a simple AI with State Machines
    • Make extensible State Machines with the State Pattern
    • Develop a complex AI with Behaviour Trees
    • Master the Behavior Designer Plugin
    • Simulate an ecology with Genetic Algorithms

    Who is this for?


  • Intermediate Gameprogrammers with an interest in AI in Unity
  • Gamedesigners with some Coding- and Unity-Background
  • What You Need to Know?


  • Basic understanding of Unity
  • Basic understanding of C#
  • More details


    Description

    Learn how to create state of the art AI for video games using Unity.

    I believe in a practical approach in learning so this course will be primarily project-based. You won't just learn dry theory and forget everything within a matter of days but instead apply the learned concepts to two actual Unity-Projects:

    • Catch: A simple digital replica of play every kid's favourite game: catch

    • Colony Simulation: A game like Rimworld or Oxygen Not Included, where you can't control the NPCs directly, but instead they are controlled by the AI and you need to help them survive by making sure they've got enough to eat.

    Also this course contains a free exclusive Behavior-Designer Educational-License, which would normally cost ~90$. Behavior Designer is the industry-standard solution for Behaviortrees and generously provided me with an exclusive Educational License, which they specifically built for this course. So you won't get it anywhere else.


    Also you will of course get full lifetime access to the course.


    We'll start with the simplest AI-System that there is, namely State-Machines.

    After that we'll improve State-Machines and make them more extensible with the State-Pattern.

    Then we'll hit the main topic which is one of the more advanced techniques that are used in Indie- and AAA-Gameproductions alike: BehaviorTrees.

    Lastly we'll have a glimpse at one of the more experimental AI-Approaches, namely Genetic Algorithms, which are more of a niche topic but have the potential for very interesting game-mechanics that stand out of the crowd.


    Whereas this course is already rather extensive and covers the most important aspects of AI for modern gamedevelopment, I can't possibly cover everything of this huge field. For example I won't address machine learning because this topic alone would fill a whole bunch of courses and really isn't that practical for most Game-AIs because of the lack of control you have over it.

    By the end of the course you'll be confident with the most important AI-Techniques- and Design Patterns for modern Gamedevelopment.


    So what are you waiting for, join me now and start creating astonishing AI-Systems yourself.

    Who this course is for:

    • Intermediate Gameprogrammers with an interest in AI in Unity
    • Gamedesigners with some Coding- and Unity-Background

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    Andreas Metz
    Andreas Metz
    Instructor's Courses
    Hi, I'm Andreas, a software-engineer with more than 8 years of experience in teaching programming.I've graduated as a Master of Science in Informatics and Psychology at the University of Vienna and became a teacher shortly after that. As a part-time job I've been developing games professionally and as a hobbyist for about 10 years now. I've taught Unity at various universities and high schools in Austria and therefore have quite a bit of experience in teaching.
    Students take courses primarily to improve job-related skills.Some courses generate credit toward technical certification. Udemy has made a special effort to attract corporate trainers seeking to create coursework for employees of their company.
    • language english
    • Training sessions 27
    • duration 4:44:34
    • Release Date 2024/07/24

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