Learn Advanced AI for Games with Behaviour Trees

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Learn Advanced AI for Games with Behaviour Trees (Size: 4.4 GB)
  0 102.4 B
  1 204.8 B
  001 Art Lovers.en.srt 19.3 KB
  001 Art Lovers.mp4 146.9 MB
  001 Blackboards.en.srt 15.8 KB
  001 Blackboards.mp4 120 MB
  001 Cop Patrol Challenge.en.srt 10 KB
  001 Cop Patrol Challenge.mp4 94.7 MB
  001 Course Overview.en.srt 3 KB
  001 Course Overview.mp4 47 MB
  001 Dealing with Arrays of Choice.en.srt 15.2 KB
  001 Dealing with Arrays of Choice.mp4 127.1 MB
  001 Debugging a Behaviour Tree.en.srt 14 KB
  001 Debugging a Behaviour Tree.mp4 115.1 MB
  001 Introducing Behaviour Trees.en.srt 6.5 KB
  001 Introducing Behaviour Trees.mp4 39.7 MB
  001 Inverters.en.srt 7.1 KB
  001 Inverters.mp4 59.4 MB
  002 A Generic Agent Class.en.srt 8.8 KB
  002 A Generic Agent Class.mp4 86 MB
  002 Art Lovers Behaviour.en.srt 9.7 KB
  002 Art Lovers Behaviour.mp4 88.5 MB
  002 Cop & Robber Challenge.en.srt 16.3 KB
  002 Cop & Robber Challenge.mp4 162.9 MB
  002 Integrating Blackboard State Challenge.en.srt 8.3 KB
  002 Join the H3D Student Community.mp4 15.3 MB
  002 Some Final Words from Penny.mp4 28.3 MB
  2 0 B
  002 Integrating Blackboard State Challenge.mp4 78.6 MB
  002 Join the H3D Student Community.en.srt 1.7 KB
  002 Nodes.en.srt 14.4 KB
  002 Nodes.mp4 81.7 MB
  002 Some Final Words from Penny.en.srt 1.7 KB
  002 Traditional AI_ Fleeing Part 1.en.srt 13.8 KB
  002 Traditional AI_ Fleeing Part 1.mp4 129 MB
  003 A Coroutine to Effect Agent Properties.en.srt 12.4 KB
  003 A Coroutine to Effect Agent Properties.mp4 127.2 MB
  3 724.7 KB
  003 FAQs.html 1.1 KB
  003 Not Daylight Robbery.en.srt 7.3 KB
  003 Not Daylight Robbery.mp4 61.4 MB
  003 Optimising with Coroutines.en.srt 7.6 KB
  003 Optimising with Coroutines.mp4 64.9 MB
  003 Traditional AI_ Fleeing Part 2.en.srt 14.7 KB
  003 Traditional AI_ Fleeing Part 2.mp4 116.9 MB
  003 Tree Printing.en.srt 14.2 KB
  003 Tree Printing.mp4 90.4 MB
  4 449.6 KB
  004 Agent Cooperation.en.srt 13.2 KB
  004 Agent Cooperation.mp4 111.2 MB
  004 Building A Complex Behaviour Tree.en.srt 14.7 KB
  004 Building A Complex Behaviour Tree.mp4 143.6 MB
  004 GalleryStarter.zip 11.3 MB
  004 Leaf and Action Nodes.en.srt 18.9 KB
  004 Leaf and Action Nodes.mp4 128.6 MB
  004 Repeating Tasks.en.srt 16.4 KB
  004 Repeating Tasks.mp4 157.9 MB
  004 The Loop Decorator Node.en.srt 14 KB
  004 The Loop Decorator Node.mp4 119.3 MB
  005 Cancelling Sequences with Conditions.en.srt 9.9 KB
  005 Ensuring Node Status Return True States of GameObjects.en.srt 9.1 KB
  5 727.6 KB
  005 Cancelling Sequences with Conditions.mp4 59.4 MB
  005 Ensuring Node Status Return True States of GameObjects.mp4 75.3 MB
  005 Interacting Agents.en.srt 12 KB
  005 Interacting Agents.mp4 110 MB
  005 NavMesh Movement.en.srt 9.5 KB
  005 NavMesh Movement.mp4 71.1 MB
  006 A Prioritising Selector.en.srt 12.6 KB
  006 A Prioritising Selector.mp4 93.7 MB
  006 Abandoning Sequences.en.srt 15.1 KB
  006 Abandoning Sequences.mp4 127.7 MB
  006 Assigning Individual Agents to Work with Each Other.en.srt 18.3 KB
  006 Assigning Individual Agents to Work with Each Other.mp4 137.3 MB
  006 Sequences.en.srt 18.1 KB
  006 Sequences.mp4 134 MB
  007 Adding Co-dependancy Challenge.en.srt 14.1 KB
  007 Adding Co-dependancy Challenge.mp4 130.6 MB
  007 Dynamically Changing Node Priorities.en.srt 11.3 KB
  007 Dynamically Changing Node Priorities.mp4 102.7 MB
  007 Selectors.en.srt 15.2 KB
  007 Selectors.mp4 132.6 MB
  007 Thinking like a Behaviour Tree.en.srt 11.1 KB
  007 Thinking like a Behaviour Tree.mp4 81.2 MB
  7 438 KB
  008 Extending Action Methods.en.srt 16.1 KB
  008 Extending Action Methods.mp4 144 MB
  008 Fallback Behaviours.mp4 60.1 MB
  8 386 KB
  008 Fallback Behaviours.en.srt 7.8 KB
  008 Random Selector Challenge.en.srt 12.1 KB
  008 Random Selector Challenge.mp4 117.6 MB
  008 Remember to Add Dependencies.en.srt 8.1 KB
  008 Remember to Add Dependencies.mp4 72 MB
  009 Conditions.en.srt 16.5 KB
  009 Conditions.mp4 122.5 MB
  009 Shuffle and Sort Once.en.srt 8.7 KB
  009 Shuffle and Sort Once.mp4 55.5 MB
  012 BTFinal.zip 11.3 MB
  013 Inverter.cs 512 B
  015 BTAgentV2.zip 2.9 KB
  017 RobberBehaviourEnabledFix.zip 1.4 KB
  018 PrioritisingSelectorResources.zip 1 KB
  019 PSelector.zip 4.2 KB
  020 Utils.cs 512 B
  021 EndSection3Solution.zip 11.3 MB
  021 R&PSelectors.zip 2 KB
  022 ProcessMulti.zip 11.3 MB
  024 Fleeing.zip 3 KB
  029 RobberAfterFallbackAdded.zip 11.3 MB
  029 RobberBehaviourWithFallback.zip 1.9 KB
  033 LoopNode.zip 2.1 KB
  034 Blackboard.cs 1.1 KB
  036 RobberClosedHours.zip 5 KB
  041 EndSection6Project.zip 11.3 MB
  042 Cop.cs 716.8 B
  043 FinalBTProject.zip 11.3 MB
  TutsNode.com.txt 102.4 B
  [TGx]Downloaded from torrentgalaxy.to .txt 614.4 B
  9 12.5 KB
  10 447.5 KB
  11 312.6 KB
  12 843.9 KB
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  18 105.5 KB
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  21 10.8 KB
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  26 531.6 KB
  27 9.6 KB
  28 323.1 KB
  29 800.5 KB
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  ▲ 160 total files

Description


Description

Behaviour Trees (BTs) are an A.I. architecture that provide game characters with the ability to select behaviours and carry them out, through a tree-like architecture that defines simple but powerful logic operations. It can be used across a wide range of game genres from first-person shooters to real-time strategies and developing intelligent characters capable of making smart decisions. The codebase is deceptively simple and yet logical, reusable and extremely powerful. The library is written in C# and implemented in Unity 2020, however will easily port to other applications.

In this course, Penny demystifies the advanced A.I. technique of BTs used for creating believable and intelligent game characters in games, using her internationally acclaimed teaching style and knowledge from almost 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 take you through every step of putting together your own BT API. You will build the entire BT library from the ground up, while building an art gallery simulation scenario in parallel, to test the API as you go.

Learn how to program and work with:

A Behaviour Tree Library and API that’s reusable across a wide range of game projects.
Tree architectures, nodes, leaves, sequences, and selectors that define the behaviour of individual non-player characters (NPCs).
Navigation Meshes and Agents that provide advanced path planning and navigation capabilities for characters.
A Blackboard System that acts as a global inventory for world states and allows characters to communicate with each other.

Contents and Overview

Throughout the course, you will follow along while a BT library and API are constructed from the ground up, to allow you intimate knowledge of the codebase. Alongside this, a simple art gallery simulation will be constructed to test out the functionality of the library as it is put together. The simulation will also rely on Unity’s NavMesh System for navigation and path planning.

The course begins with an overview of Behaviour Trees and covers all the fundamental elements (including trees, nodes, leaves, sequences, selectors, and other logical constructs). Code will be developed to navigate the Behaviour Tree and used to drive non-player characters in the art gallery including a robber, cop, visitors and workers. Throughout this, students will gain a solid knowledge of how Behaviour Trees are constructed and can be traversed, to apply actions to game characters.

At the completion of this course, students will have a fully-fledged BT library and API that they can reuse in their own game projects, to provide game characters with complex intelligent behaviours.

What students are saying about Penny’s courses:

Turns out, the hardest part of this course for me is finding the words to describe how glad I am to have enrolled in it.
I honestly love Hollistic’s teaching approach and I’ve never learned so much within a few hours about coding effectively with such detailed explanations!
Penny is an excellent instructor and she does a great job of breaking down complex concepts into smaller, easy-to-understand topics.

Who this course is for:

Intermediate game development students wanting to extend their knowledge of artificial intelligence techniques used in games.

Requirements

Students should have a solid understanding of C#
Students should have a working knowledge of the Unity Game Engine.

Last Updated 7/2021

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