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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

Unreal Navigation System

The Unreal navigation system is based on a Navigation Mesh (Nav Mesh for short). It entails dividing the navigable space into areas in this case, polygons which are subdivided into triangles for efficiency. Then, to reach a certain place, each triangle is considered a node of a graph, and if two triangles are adjacent, then their respective nodes are connected. On this graph, you can execute a pathfinding algorithm, such as A* with a Euclidean distance heuristic, or even something more complicated (e.g. variants of A* or systems that take into consideration different costs). This will produce a path among these triangles where the AI character can walk.

In reality, this process is a little bit more complicated, because considering all the triangles as nodes of a giant graph will produce a good result, but it is inefficient, especially...
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