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Hands-On Artificial Intelligence with Unreal Engine

You're reading from   Hands-On Artificial Intelligence with Unreal Engine Everything you want to know about Game AI using Blueprints or C++

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Product type Paperback
Published in Apr 2019
Publisher Packt
ISBN-13 9781788835657
Length 552 pages
Edition 1st Edition
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Author (1):
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Francesco Sapio Francesco Sapio
Author Profile Icon Francesco Sapio
Francesco Sapio
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Table of Contents (19) Chapters Close

Preface 1. Section 1: The Unreal Framework
2. Making the First Steps in the World of AI FREE CHAPTER 3. Behavior Trees and Blackboards 4. Navigation 5. Environment Querying System 6. Agent Awareness 7. Extending Behavior Trees 8. Crowds 9. Section 2: Designing and Implementing Behavior Trees
10. Designing Behavior Trees - Part I 11. Designing Behavior Trees - Part II 12. Designing Behavior Trees - Part III 13. Section 3: Debugging Methods
14. Debugging Methods for AI - Logging 15. Debugging Methods for AI - Navigation, EQS, and Profiling 16. Debugging Methods for AI - The Gameplay Debugger 17. Going Beyond 18. Other Books You May Enjoy

Agent Awareness

You can run, but you can't hide!

Oh, you're back? That's great, because it means that your eyes are capturing some light information that your brain is perceiving in an act that it is usually called reading. Everything we do, every decision we make, is based on what we perceive, and biologically we make short decision-making processes because time is crucial (e.g. you see a snake and your amygdala processes that information much faster and quicker than your visual cortex!).

With the same very concept, AI needs to base their decisions from facts by gathering information they need to perceive first. This chapter is all about perception, and how AI can get this information from the environment, so that it can be aware of its surroundings. We looked at EQS in the previous chapter, which gathers a lot of information about the surrounding environment and...

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