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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

Summary

In this chapter, we have covered what a Behavior Tree is and some of the things that they consist of, including Tasks, Decorators, and Services. Next, we learned about Blackboards and how to integrate them with Behavior Trees. Then, we created a Behavior Tree and learned how to make it start from an AI Controller (both in Blueprint and C++). By doing this, we have developed a solid foundation that has provided us with key knowledge so that we can tackle the other parts of this book.

As a result, we will meet more Behavior Trees throughout this book, and you will have a chance to master them. But before that, there are certain topics we need to learn about first. Once we have a solid foundation of navigation and perception (including EQS), we can iterate over Behavior Trees to understand the role of Composite nodes, along with Decorator and Tasks. Moreover, we will be able...

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