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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

Making the First Steps in the World of AI

From the bronze giant Talos, to Symbolic Systems and Neural Networks: how AI has been shaped and used in video games.

Welcome, reader, to the beginning of our journey in Artificial Intelligence, or AI for short. Have you ever wondered about how those hard-working peons in Warcraft explore complicated maps? Or, how those perky ghosts in Pac-Man can get you wherever you are? Or perhaps how your opponents in Final Fantasy optimize their attacks to slaughter your team?

A screenshot from Final Fantasy XV [Square Enix, 2016] during a battle.

Then you've come to the right place!

In this chapter, we will explore the prerequisites to becoming an AI game developer and how AI is used in the game development pipeline. Then, we will take a look at the history of AI in general and in video games, and learn how the conjunctive effort of many brilliant...

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