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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

What we haven't covered in this book

Well, pretty much everything!

Despite the many pages within this book, we have only just scratched the surface of this wonderful topic of AI in games. How many times did I say in this book "Unfortunately, this [insert topic] is outside the scope of this book"? Too many to remember. This is just for the built-in AI Framework of Unreal (for instance, we haven't covered how to properly extend Generators and Tests for EQS, or how to create a custom AI Sense). However, I strongly believe that this book gave you some solid foundation to iterate upon and keep learning the Unreal AI Framework. Hopefully, you will be able to use this book as a reference for your work in Unreal.

As much as I hope that this book has been helpful to set the first stone, the intention of this section is to indicate that the path is made of thousands...

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