Goal-Oriented Action Planning - Advanced AI For Games

所在平台: Udemy

课程主页: https://www.udemy.com/course/ai_with_goap/

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课程简介

课程名称:目标导向行动规划 - 高级游戏人工智能 概述: 目标导向行动规划(GOAP)是一种为游戏角色提供选择目标和制定计划能力的人工智能架构,基于环境状态和可用资源进行决策。GOAP可适用于从第一人称射击游戏到实时战略游戏的广泛游戏类型,帮助开发智能角色,以实现无需大型有限状态机的智能决策。该代码库设计简单,但逻辑性强、可重用且功能强大。该库使用C#编写,并在Unity V.2019中实现,容易移植到其他应用中。课程中的项目经过测试可在Unity 6上运行。 在这门课程中,Penny通过她国际公认的教学风格,结合25年游戏和图形开发的经验,深入浅出地解析GOAP高级人工智能技术,帮助学生创建可信且智能的游戏角色。课程包含了一系列动手工作坊,逐步带领学生构建自己的GOAP API。学生将在构建医院模拟场景的过程中,从零开始搭建整个GOAP库,以测试API的功能。 学习内容包括: - 可在多种游戏项目中重用的GOAP库和API。 - 定义游戏环境状态、角色意图和世界认知的目标、行动、状态和信念。 - 提供高级路径规划和导航能力的导航网格和代理。 - 动态构建导航网格以适应环境中资源的重新定位。 - 每个角色的库存,用以完成满足角色目标的任务。 - Unity UI系统,处理可拖动资源进入游戏环境的功能。 课程结构: 整个课程将引导学生从零开始构建GOAP库和API,以便深入了解代码基础。同时,构建的简单医院模拟将用于测试库的功能,并依赖Unity的NavMesh系统进行导航和路径规划。课程首先概述Unity的NavMesh系统,接着介绍GOAP的基本概念,学生将学习目标、行动和计划的相互作用。随后,课程将开发用于存放各个角色资源的库存,这些资源对于完成计划至关重要,并帮助指导角色在环境中的导航。课程中将更复杂的行为设计引入其中,让两个角色合作完成计划。 随着课程的深入,更多不同角色的角色将被动态创建,资源将被添加和移除,以发展复杂的模拟。在课程结束时,学生将拥有一个完整的医院模拟环境,包括病人、护士、医生和清洁工,每个角色都有自己的角色、目标、行动和所需资源。虽然本课程非专注于构建完整游戏,但最后一部分将为学生提供有关Unity开发的进一步知识,探讨与环境交互的方法,如拖放物品、动态NavMesh烘焙、用户界面创建和相机移动,为学生提供如何将该模拟转换为游戏的一些方向。 课程完成后,学生将拥有一个可在自己游戏项目中重用的功能齐全的GOAP库和API,从而为游戏角色提供复杂的智能行为。课程收获评价:学生们对Penny的课程赞不绝口,认为其教学方式独特,易于理解,能在短时间内掌握有效编码的详细概念。

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课程详情

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.The projects in this course have been tested with and work in Unity 6.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 that 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.Contents and OverviewThroughout the course, you will follow along while a GOAP library and API are constructed from the ground up, to allow you intimate knowledge of the codebase. Alongside this, a simple hospital 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 Unity's NavMesh System and covers the basic functionality needed for the hospital simulation. It then goes on to cover the concept of GOAP, where students will discover how goals, actions and plans interact. A planner will be constructed that dynamically builds each character's sequence of actions, based on what they believe their goals are while in the simulation.Following this, inventories will be introduced and developed to hold resources for individual characters. The resources in the inventories will be required for plan completion and also assist in directing a character's navigation around the environment. This will then build to the design of more complex behaviours in which two characters must collaborate to complete a plan. As the course continues, more characters with differing roles will be added and dynamically created and resources will be added and removed to develop a complex simulation. By the end of the course, students will have a hospital simulation with patients, nurses, doctors and janitors each with their own roles, goals, actions and required resources. Although this course is not about building a completed game, a final section will provide some further knowledge on Unity development and examine methods for interacting with the environment such as: dragging and dropping items, dynamic NavMesh baking, user interface creation and camera movement to provide students with some direction on how such a simulation could be turned into a game.At the completion of this course, students will have a fully-fledged GOAP 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.

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