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Advanced AI for Games; Behaviour Trees (Unity 6 Compatible)

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  • 5,714 Students
  • Updated 11/2024
  • Certificate Available
4.8
(334 Ratings)
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Course Information

Registration period
Year-round Recruitment
Course Level
Study Mode
Duration
7 Hour(s) 16 Minute(s)
Language
English
Taught by
Penny de Byl, Penny Holistic3D
Certificate
  • Available
  • *The delivery and distribution of the certificate are subject to the policies and arrangements of the course provider.
Rating
4.8
(334 Ratings)

Course Overview

Advanced AI for Games; Behaviour Trees (Unity 6 Compatible)

Create your own Behaviour Tree API in C# and apply it in the Unity Game Engine

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.

The project has been tested in Unity 6!

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.

Course Content

  • 8 section(s)
  • 49 lecture(s)
  • Section 1 Introduction
  • Section 2 Behaviour Tree Concepts
  • Section 3 Advanced Behaviours
  • Section 4 Refactoring for Scalability
  • Section 5 Adding New Agent Challenge
  • Section 6 Environmental Factors
  • Section 7 Final Challenge
  • Section 8 Final Words

What You’ll Learn

  • Students will learn the theory of behaviour tree design.
  • Students will learn how to develop a behaviour tree API in C#
  • Students will learn how to use behaviour trees to define the actions of non-player characters.


Reviews

  • A
    Aalbert Jan Kwint
    5.0

    I love how this teacher explains things. Unlike the usual “just do this” approach, they break concepts down with real care. Actually showing where the information comes from, how it’s used, and how it’s processed. Their thoughtful, step-by-step explanations make complex topics click. Thank you for this!

  • O
    Oscar Hernández Bañó
    5.0

    She's a great teacher; she loves what she teaches. She's fantastic!

  • R
    Ranjith Kodakandla
    4.0

    Good

  • N
    Nick Burroughs
    5.0

    Clear intro and explanations. Easy to follow. I think the coding style could be improved to show good habits but the Behaviour Tree concepts are well communicated.

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