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所在平台: Udemy |
课程主页: https://www.udemy.com/course/ultimate-game-ai-for-godot-beginners/
课程评论:没有评论
课程名称:Godot 初学者的终极游戏 AI 课程概述:本课程旨在帮助学员在完成后能够独立实现自己的 AI 系统。学员将深入了解专业游戏 AI 的关键组成部分,包括决策制定、路径寻找,以及竞争与合作。 1. **决策制定**:实时决策制定是创建强大游戏 AI 的关键要素之一。本课程将重点讲解层次有限状态机(HFSM),这是对原始状态机的改进,目前在现代游戏中广泛使用(如《Doom 2016》)。学员将学习有限状态机的工作原理,并如何为自己的游戏项目使用层次状态机。 2. **路径寻找**:一旦做出决策,AI 代理需要从 A 点移动到 B 点,此时路径寻找的概念便应运而生。课程将利用 Godot 的 Navmesh 系统进行实践项目,同时教会学员路径寻找的核心概念。学员将学习如何从零开始创建路径寻找器,以及如何在游戏 AI 项目中使用 Godot 的 Navmesh。 3. **竞争与合作**:优质 AI 的最后一块拼图是让 AI 代理能够探测周围环境并进行相互通信。课程将讲解如何实现范围、视野、射线检测和通信,以及如何赋予 AI 代理独特的人格特征,从而提升游戏体验。 - **AI 人格:攻击型**:这种 AI 以敌人为目标,并具备强大的攻击能力,特点是线性投射物、范围传感器和低退却几率。 - **AI 人格:防御型**:这种 AI 结合了攻击与防守的方式,具备火箭投射物和 50% 的攻击/退却机会。 - **AI 人格:战术型**:这种 AI 不会直接攻击,而是会寻找有利位置,利用长射程投射物进行攻击。 课程还提供一个完整的游戏 AI 项目,包括:与实施部分相关的示例、一个可探索和重用的模块化项目、使用层次有限状态机实现的 AI 逻辑、以 C# 编写的文档化源代码文件、三种 AI 类型(攻击型、防御型和战术型)、三种投射物类型(壳弹、火箭和迫击炮)、多种巡逻模式等。 学习者将获得全方位的支持,为创建自己的游戏 AI 提供丰富的资源和实践机会。
By the end of this course you will implement your own AI System.Find out the key components of a professional Game AI: Decision Making, Pathfinding and Compete & Collaborate.Decision MakingRealtime decision making is one of the key components when creating a solid Game AI.There are many ways to achieve this, be it either Finite State Machines, Behavior Trees, Planning.The course focuses on Hierarchical Finite State Machines, an improvement over the original State Machines.HFSM are currently used in modern games like Doom 2016. They are easy to understand and powerful.--Learn how a Finite State Machine works and how to use a Hierarchical State Machine for your own game project.PathfindingOnce a decision is made, the AI Agent needs to move from A to B. Here is where pathfinding comes into play.In these days, the pathfinding component is integrated in the game engine itself.In the hands-on project we will make use of Godot's Navmesh System.This course also focuses on teaching the core concepts of how a pathfinder works.--Learn how a pathfinder works and how to create one from 0.Find out how to use Godot's Navmesh in a Game AI project.Discover how to create cover points and use them accordingly when picking a final destination.Compete & CollaborateThe last piece of the puzzle of a great AI is also in this course!Having the AI Agents not only detect what's around them by using sensors but also communicate between is a must in modern games.--Learn how to implement range, field of view, raycast, hit detection and communication.Find out how to give unique personalities to your AI Agents for a superior game experienceAI Personality: AggressiveMeet the Agressive AI! Made to seek & kill with a low chance of retreat, this is the perfect killing machine!It's main features are a linear projectile, a range sensor combined with raycast and a low chance of retreat.--Learn how to put together an AI Agent that seeks to kill.AI Personality: DefensiveCombining attacking with defense is another way to approach a fight. And this is how this AI operates.Its main features are rocket projectiles, range/raycast sensors and a 50-50% attack/retreat chance.--Learn how to put together a balanced AI Agent that not only seeks the target but also the nearest good cover.AI Personality: TacticalThis AI never attacks directly. By having a long range sensor and no raycast, once the enemy is detected a vantage point will be also determined.The Tactical AI goes to cover, adjusts for missed hits and fires a long-range projectile.--Learn how to put together an AI Agent that uses long-range projectiles, adjusts for errors.Full Game AI Project IncludedYou will get not only the examples, but also a full project that features an AI System ready to be used in a game - yes, yours included!What you will be getting:Relevant examples for each implementation partFull modular project that you can explore and reuse for your gameHierarchical Finite State Machines are used to implement the AI logicDocumented Source Code files in C#3 Types of AIs: Aggressive, Defensive and Tactical3 Projectile Types: Shell, Rocket and Mortar2 Types of Firing mode: Normal and Burst2 Patrol modes: Waypoints, Random Movement (interchangeable at runtime)AI Communication System - propagate information between agentsFull Player Movement and Firing SystemGame Assets - Buildings, Tanks and propsEverything properly organized in a tidy file structure, prefabs, modular components and more