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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

Building the Behavior Tree

The last step in creating the Chasing Behavior is to build the Behavior Tree.

At this stage, if you feel like you have missed something, just revise the Expected Behavior (the one we have described in Chapter 8) and do a checklist of what you will need to build this Behavior Tree. However, even if you did miss something, don't worry – you can create it at a later stage.

Many developers start developing the Behavior Tree and then build the nodes when they need them. Unless you are really good or the tree is particularly simple, it is always advisable to plan a little bit ahead, like we have did in the last two chapters. By doing this, you will avoid many headaches later on, and by having a little work overhead at the beginning, you avoid a large, bug-fixing time cost. Of course, you will still need to do bug fixing, but planning should reduce...
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