Learn Advanced AI for Games with Behaviour Trees

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Learn Advanced AI for Games with Behaviour Trees [TutsNode.com] - Learn Advanced AI for Games with Behaviour Trees 07 Final Challenge
  • 002 Cop & Robber Challenge.mp4 (162.9 MB)
  • 001 Cop Patrol Challenge.en.srt (10.0 KB)
  • 002 Cop & Robber Challenge.en.srt (16.3 KB)
  • 042 Cop.cs (0.7 KB)
  • 001 Cop Patrol Challenge.mp4 (94.7 MB)
  • 043 FinalBTProject.zip (11.3 MB)
01 Introduction
  • 001 Course Overview.en.srt (3.0 KB)
  • 002 Join the H3D Student Community.en.srt (1.7 KB)
  • 003 FAQs.html (1.1 KB)
  • 001 Course Overview.mp4 (47.0 MB)
  • 002 Join the H3D Student Community.mp4 (15.3 MB)
05 Adding New Agent Challenge
  • 001 Art Lovers.en.srt (19.3 KB)
  • 001 Art Lovers.mp4 (146.9 MB)
  • 004 The Loop Decorator Node.en.srt (14.0 KB)
  • 003 A Coroutine to Effect Agent Properties.en.srt (12.4 KB)
  • 002 Art Lovers Behaviour.en.srt (9.7 KB)
  • 033 LoopNode.zip (2.1 KB)
  • 003 A Coroutine to Effect Agent Properties.mp4 (127.2 MB)
  • 004 The Loop Decorator Node.mp4 (119.3 MB)
  • 002 Art Lovers Behaviour.mp4 (88.5 MB)
02 Behaviour Tree Concepts
  • 004 Leaf and Action Nodes.en.srt (18.9 KB)
  • 006 Sequences.en.srt (18.1 KB)
  • 009 Conditions.en.srt (16.5 KB)
  • 008 Extending Action Methods.en.srt (16.1 KB)
  • 007 Selectors.en.srt (15.2 KB)
  • 002 Nodes.en.srt (14.4 KB)
  • 003 Tree Printing.en.srt (14.2 KB)
  • 008 Extending Action Methods.mp4 (144.0 MB)
  • 005 NavMesh Movement.en.srt (9.5 KB)
  • 001 Introducing Behaviour Trees.en.srt (6.5 KB)
  • 006 Sequences.mp4 (134.0 MB)
  • 007 Selectors.mp4 (132.6 MB)
  • 004 Leaf and Action Nodes.mp4 (128.6 MB)
  • 009 Conditions.mp4 (122.5 MB)
  • 003 Tree Printing.mp4 (90.4 MB)
  • 002 Nodes.mp4 (81.7 MB)
  • 005 NavMesh Movement.mp4 (71.1 MB)
  • 001 Introducing Behaviour Trees.mp4 (39.7 MB)
  • 012 BTFinal.zip (11.3 MB)
  • 004 GalleryStarter.zip (11.3 MB)
06 Environmental Factors
  • 006 Assigning Individual Agents to Work with Each Other.en.srt (18.3 KB)
  • 001 Blackboards.en.srt (15.8 KB)
  • 008 Remember to Add Dependencies.en.srt (8.1 KB)
  • 004 Agent Cooperation.en.srt (13.2 KB)
  • 005 Interacting Agents.en.srt (12.0 KB)
  • 007 Thinking like a Behaviour Tree.en.srt (11.1 KB)
  • 002 Integrating Blackboard State Challenge.en.srt (8.3 KB)
  • 003 Not Daylight Robbery.en.srt (7.3 KB)
  • 036 RobberClosedHours.zip (5.0 KB)
  • 034 Blackboard.cs (1.1 KB)
  • 006 Assigning Individual Agents to Work with Each Other.mp4 (137.3 MB)
  • 001 Blackboards.mp4 (120.0 MB)
  • 004 Agent Cooperation.mp4 (111.2 MB)
  • 005 Interacting Agents.mp4 (110.0 MB)
  • 007 Thinking like a Behaviour Tree.mp4 (81.2 MB)
  • 002 Integrating Blackboard State Challenge.mp4 (78.6 MB)
  • 008 Remember to Add Dependencies.mp4 (72.0 MB)
  • 003 Not Daylight Robbery.mp4 (61.4 MB)
  • 041 EndSection6Project.zip (11.3 MB)
03 Advanced Behaviours
  • 013 Inverter.cs (0.5 KB)
  • 004 Repeating Tasks.mp4 (157.9 MB)
  • 004 Repeating Tasks.en.srt (16.4 KB)
  • 019 PSelector.zip (4.2 KB)
  • 006 A Prioritising Selector.en.srt (12.6 KB)
  • 008 Random Selector Challenge.en.srt (12.1 KB)
  • 007 Dynamically Changing Node Priorities.en.srt (11.3 KB)
  • 015 BTAgentV2.zip (2.9 KB)
  • 017 RobberBehaviourEnabledFix.zip (1.4 KB)
  • 018 PrioritisingSelectorResources.zip (1.0 KB)
  • 005 Ensuring Node Status Return True States of GameObjects.en.srt (9.1 KB)
  • 020 Utils.cs (0.5 KB)
  • 002 A Generic Agent Class.en.srt (8.8 KB)
  • 021 R&PSelectors.zip (2.0 KB)
  • 009 Shuffle and Sort Once.en.srt (8.7 KB)
  • 003 Optimising with Coroutines.en.srt (7.6 KB)
  • 001 Inverters.en.srt (7.1 KB)
  • 008 Random Selector Challenge.mp4 (117.6 MB)
  • 007 Dynamically Changing Node Priorities.mp4 (102.7 MB)
  • 006 A Prioritising Selector.mp4 (93.7 MB)
  • 002 A Generic Agent Class.mp4 (86.0 MB)
  • 005 Ensuring Node Status Return True States of GameObjects.mp4 (75.3 MB)
  • 003 Optimising with Coroutines.mp4 (64.9 MB)
  • 001 Inverters.mp4 (59.4 MB)
  • 009 Shuffle and Sort Once.mp4 (55.5 MB)
  • 021 EndSection3Solution.zip (11.3 MB)
04 Refactoring for Scalability
  • 001 Dealing with Arrays of Choice.en.srt (15.2 KB)
  • 006 Abandoning Sequences.en.srt (15.1 KB)
  • 004 Building A Complex Behaviour Tree.en.srt (14.7 KB)
  • 003 Traditional AI_ Fleeing Part 2.en.srt (14.7 KB)
  • 007 Adding Co-dependancy Challenge.en.srt (14.1 KB)
  • 002 Traditional AI_ Fleeing Part 1.en.srt (13.8 KB)
  • 005 Cancelling Sequences with Conditions.en.srt (9.9 KB)
  • 008 Fallback Behaviours.en.srt (7.8 KB)
  • 024 Fleeing.zip (3.0 KB)
  • 029 RobberBehaviourWithFallback.zip (1.9 KB)
  • 004 Building A Complex Behaviour Tree.mp4 (143.6 MB)
  • 007 Adding Co-dependancy Challenge.mp4 (130.6 MB)
  • 002 Traditional AI_ Fleeing Part 1.mp4 (129.0 MB)
  • 006 Abandoning Sequences.mp4 (127.7 MB)
  • 001 Dealing with Arrays of Choice.mp4 (127.1 MB)
  • 003 Traditional AI_ Fleeing Part 2.mp4 (116.9 MB)
  • 008 Fallback Behaviours.mp4 (60.1 MB)
  • 005 Cancelling Sequences with Conditions.mp4 (59.4 MB)
  • 022 ProcessMulti.zip (11.3 MB)
  • 029 RobberAfterFallbackAdded.zip (11.3 MB)
08 Final Words
  • 001 Debugging a Behaviour Tree.en.srt (14.0 KB)
  • 002 Some Final Words from Penny.en.srt (1.7 KB)
  • 001 Debugging a Behaviour Tree.mp4 (115.1 MB)
  • 002 Some Final Words from Penny.mp4 (28.3 MB)

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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Learn Advanced AI for Games with Behaviour Trees


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