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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

The Expected Behavior

The first step in Designing a Behavior Tree is to pin down the Expected Behavior we would like to see in our character. This seems like a simple phase, but trying to take all the cases into consideration isn't trivial. However, it will avoid many headaches later on.

While writing down the Expected Behavior, try to be as specific as possible. If something is unclear, try to rephrase it. The sentences that you use should be short and always add information. Don't be scared if you have sentences starting with "In this case…" or "If…", because it will just mean that you are taking all the different possibilities into consideration. Once you have written it, read it out loud, maybe to a friend, and ask him/her if he/she clearly understands its meaning.

This is my attempt of describing the behavior we are going to implement...

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