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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

Overview of the Sensing System

Coming back to Unreal, as you would expect, there is a subsystem of the AI Framework that implements AI Perception. Once again, you are free to implement your own system, especially if you have particular needs…

With Sensing and Perception, we are collocating at a lower level than Decision-Making (like Behavior Trees and EQS). In fact, there is no decision to take, no place to select, but just a passage/flow of information.

If the Sensing System perceives something "interesting" (we will define what this means later), then it notifies the AI controller, which will decide what to do about the received stimuli (which is its perception, in Unreal terminology).

Therefore, in this chapter, we will focus on how to properly set up the Sensing System so that our AI can perceive, but we won't deal with what to do once we have received...

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