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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

Building the Nodes

After you've written the Expected Behavior, the next step is to analyze it so that you understand which kind of Behavior Tree nodes we will need. Of course, we can always add them at a later stage, but it is better to try and anticipate as much as possible so that you can proceed smoothly during the creation of the Behavior Tree. Let's break down the expected behavior so that we can try and understand which node we need to implement.

Nodes that already exist

We need to check which part of our behavior already exists in our project, and whether it is either a built-in functionality or whether we have already created the node for that functionality (maybe for another AI Behavior Tree).

"The...

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