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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

Debugging Methods for AI - Navigation, EQS, and Profiling

Welcome to Chapter 12, Debugging Methods for AI – Navigation, EQS, and Profiling.

Here, we are going to explore some more specific tools for the AI systems that are built-in within Unreal Engine. We will focus on Navigation and EQS, covering what we have left out (because it was debugging and/or visualization related) respectively from Chapter 3, Navigation and Chapter 4, Environment Querying System.

At the end of the chapter, we will see some more tools for analyzing performance related to AI code. In the next chapter, we will complete the discussion by exploring the Gameplay Debugger as a way to have a quick real-time feedback for our AI.

In this chapter, we will cover the following topics:

  • Checking the execution of a behavior tree
  • Visualizing environmental queries with the EQS testing pawn and exploring how...
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