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Unreal Engine 4 AI Programming Essentials

You're reading from   Unreal Engine 4 AI Programming Essentials Create responsive and intelligent game AI using Blueprints in Unreal Engine 4

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Product type Paperback
Published in Mar 2016
Publisher
ISBN-13 9781784393120
Length 188 pages
Edition 1st Edition
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Authors (2):
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Jie Feng Jie Feng
Author Profile Icon Jie Feng
Jie Feng
Peter Newton Peter Newton
Author Profile Icon Peter Newton
Peter Newton
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Toc

Table of Contents (11) Chapters Close

Preface 1. Introduction to Game AI 2. Creating Basic AI FREE CHAPTER 3. Adding Randomness and Probability 4. Introducing Movement 5. Giving AI Choices 6. How Does Our AI Sense? 7. More Advanced Movement 8. Creating Patrol, Chase, and Attack AI 9. What Have We Learned? Index

Summary


Let's take some time to briefly talk about what we did in this chapter. First, we set up our agents to bounce off walls. This allows us to watch the agents simulate movement and how the four behaviors would affect them. Next, we will implement the Follower and Leader behavior, and this creates groups within the agents during simulation.

The last thing we did was implement the flocking movement, which is broken up into three different behaviors. The first behavior is Alignment, and it is responsible for aligning agents with nearby agents. The second behavior is Cohesion, and it is responsible for directing agents towards the center of the nearby agents. The third behavior is Separation, and it is responsible for directing the agent away from nearby agents.

Then, we simply created a UI to control the weights we created in the course and reset the agents at any time during the simulation.

Now that we are done covering different movement behaviors, it is time we combined all that we demonstrated...

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