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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
Languages
Tools
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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

Extending Behavior Trees

Empowering a tree with more leaves and branches will make it unstoppable.

In this chapter, we will understand how to extend Behavior Trees by implementing our custom Tasks, Decorators, and Services.

Since in chapters 8, 9, and 10 we are going to create a concrete example of a Behavior Tree from scratch and create custom Tasks, Decorators, and Services, you can look at this chapter as a quick theoretical introduction to those chapters in order to give you a ground base for extending Behavior Trees. Thus, this chapter might be super fluid and repetitive, but it will teach you about a great tool, which we will refine later in this book in a more playful way.

In this chapter, we will cover the following topics:

  • How to create a Task, both in Blueprint and C++, to make our AI agent capable of executing custom actions.
  • How to create a Decorator, both in Blueprint...
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