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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

Creating a Task

Deep diving into the concepts we looked at earlier, back in Chapter 2, Behavior Trees and Blackboards, a Task is a single action that our AI Agent can perform. Some examples include walking to a specific location, performing/running an EQS, locating something, chasing the players, etc. All of these actions can either fail or succeed. The final result of a task is then carried back on the Behavior Tree, with rules we have seen for Selectors and Sequences.

A task doesn't necessarily have to be executed in a frame, but it can be extended indefinitely. In fact, a Task is not finished until it reports with either a Failure or a Success. However, they can be interrupted/aborted by external nodes, such as a Decorator.

When you create a Task, regardless of whether this is done in Blueprint or C++, you will need to override some functions. Since Blueprint is easier...

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