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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

AI and philosophy

Finally, I want to conclude this book with some thoughts about AI that you may find interesting.

The crucial questions to ask if we are considering the philosophical side of artificial intelligence are: how do minds work? Is it possible that machines act intelligently in the way people do? Can machines be conscious?

These simple questions have sparked a great deal of controversy over the past century (and they still do). The aim of this section is not to discuss them thoroughly, but to provide very general ideas about the interesting dialogue around these issues and to stimulate your interest in reading more literature on them.

Gödel's incompleteness theorem states that, for any formal axiomatic system, F, that's powerful enough to do arithmetic, it is possible to construct a sentence, G (F), with the following properties:

  • G (F) is a phrase of...
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