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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

How Behavior Trees work

The easiest way to think about the role that a Behavior Tree assumes within our AI Agent is to imagine it as a brain. It makes decisions and, as a consequence, acts on them. It is the processor for the artificial intelligence within our agent. Before we get started, if you have any experience with Behavior Trees in other contexts, it is important to understand that they differ in the context of Unreal.

If you want to learn more about how they are different, you can do so by visiting the following link: https://docs.unrealengine.com/en-US/Engine/AI/BehaviorTrees/HowUE4BehaviorTreesDiffer.

It is, however, important to highlight one key difference here: Unreal Behavior Trees are read from the top to the bottom, and nodes will be executed from left to right. In other contexts, you might have found this to the other way around, in which the tree is read from...

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