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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 FREE CHAPTER
2. Making the First Steps in the World of AI 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

Crowds in games

Have you ever been stuck in a busy mall at Christmas or surrounded by a large crowd during a sporting event? Perhaps you were shopping among the bazaars of heavily fragrant spice markets? Now, imagine that all of the people in this environment disappeared. How would this change the mood? Quite significantly, I would imagine. Regardless of how big or how small a crowd of people is within an environment, they definitely add to the overall atmosphere.

Some great examples of crowds in games include the Assassin's Creed series:

Crowds in Assassin's Creed: Syndicate

Crowds can include both interactive NPCs and those that simply just wander around, minding their own business. In some cases, like in Assassin's Creed, members of the crowd will play an important role such as requiring you to protect them, offering you protection, or even requiring your resources...

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