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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

Section 3: Debugging Methods

In this last section, we will explore Debugging Methods. In fact, this is a topic to not underestimate, since it is of vital importance for becoming a professional AI Game Developer. Being able to analyze, profile and visualize the AI you program it is key to achieve the intended behavior and hitting the right performance for your project.

The last chapter concludes with some suggestions on how to explore the concepts presented (and others) beyond this book and some thoughts regarding AI systems.

The following chapters will be covered in this section:

  • Chapter 11, Debugging Methods for AI - Logging
  • Chapter 12, Debugging Methods for AI - Navigation, EQS, and Profiling
  • Chapter 13, Debugging Methods for AI - The Gameplay Debugger
  • Chapter 14, Going Beyond
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