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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

Behavior Trees and Blackboards

A tree to decide how we should behave, a blackboard to remember it!

Welcome to Chapter 2, Behavior Trees and Blackboards. This is where things start to get a bit more interesting because we will learn how to use the two main Unreal AI Framework structures. First, we will look at Behavior Trees and learn all about their principal components, such as tasks, decorators, and services. Next, we will learn about Blackboards and how to integrate them with Behavior Trees. After we have covered this, will be able to set up AI controllers that use Behavior Trees, which is key in implementing the rest of the techniques in this book.

As you may notice, there is a pattern in which we first learn a little bit about the theory, and then we jump straight into practice to understand how it all works. This is a pattern that we will follow in each chapter. So, let...

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