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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

Going Beyond

In this final chapter, we are going to discuss what we have been covered in this book, and what has been left out. There will be some general thoughts on AI and Psychology that every Game AI Developer should be aware of. Therefore, this chapter will conclude with some suggestions on how to explore the concepts that were presented (and others) in this book and some thoughts about AI.

It is not possible to imagine a future where artificial intelligence (AI) will not be omnipresent. It will be integrated into everything in ways that we haven't even imagined. Therefore, for AI to be designed in a way that can truly connect with human beings, psychology will need to remain at the center of the design of such experiences. Year by year, we can observe the world becoming increasingly reliant on technology, and in some cases, technology fills the void of human interaction...

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