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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

Navigation

The problem behind pathfinding is as old as the Labyrinth at Knossos: how do I get from point A to point B using the shortest route and avoiding all obstacles in-between?

Many algorithms have been developed to solve pathfinding problems, including those related to the A* algorithm, which was first introduced in computer science during the 1960s (section 2).

Pathfinding routines are typical components of many video games, with Non-Player Characters (NPCs) having the task of finding optimal paths on the game maps, which can constantly change. For example, passageways, gates, or doors can change their statuses during gameplay.

There are quite a lot of problems when it comes to pathfinding, and unluckily for us, there isn't a one-solution-fits-all approach. This is because each problem will have its own solution, depending on the type of problem it is. Not only this...

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