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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

Designing Behavior Trees - Part I

This chapter (and the two that follow) will take you through a more practical approach of what we have learned so far. In particular, we will be focusing on how to implement a Behavior Tree so that we can chase our character in the game.

In fact, we will use all the content from Chapter 2, Behavior Trees and Blackboards, along with a blackboard, to execute these actions, a NavMesh to move around the environment, and the Perception System to sense the Player.

In this chapter, we will cover the following topics:

  • How to design a Behavior Tree, starting from the Expected Behavior
  • Analyzing the nodes that we might need on a Behavior Tree
  • Implementing a Custom Decorator (both in Blueprint and C++) to check boolean variables
  • Implementing a Custom Task (both in Blueprint and C++) to find a random location around the character
  • Using the Navigation System...
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