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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

Blackboards and their integration with Behavior Trees

Considering the Behavior Tree as a brain, we can think of a Blackboard as its memory—more specifically, the memory of the AI. The Blackboard stores (and sets) key values for the Behavior Tree to use.

They are called blackboards because, in a classroom, the blackboard is a place where a lot of information is conveyed, but most of it is shared among students; the single notes that are given out to students are personal. You can imagine the students as the different tasks (and nodes) of the Behavior Tree, and the Blackboard as a shared place for data.

Blackboards are fairly simple to understand, since they are only a little more complex than a data structure. The only difference lies in the possibility to assign to a Behavior Tree to a particular Blackboard, which is shared by every node of the tree. As a result, each node...

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