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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

What to expect from a Navigation System

First of all, before we explore the Unreal Navigation System, it is useful to define what we would expect from a generic Navigation System. The following is required from the Navigation System:

  • It needs to determine if a path (that can be traversed by the agent performing the query) exists between two generic points on the map
  • If such a path exists, return the one that is the most convenient for the agent (usually the shortest)

However, while searching for the best path, there are many aspects to take into consideration. A good navigation system should not only consider these, but also perform the query in a relatively short period of time. Some of these aspects are as follows:

  • Is the AI agent who's performing the query able to pass through a specific portion of the map? For instance, there might be a lake, and the AI character may...
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