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.

Hands-On Artificial Intelligence with Unreal Engine
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Hands-On Artificial Intelligence with Unreal Engine
By:
Overview of this book
Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you're developing a traditional, educational, or any other kind of game. If you want to use AI to extend the life of your games and make them challenging and more interesting, this book is for you.
The book starts by breaking down AI into simple concepts to get a fundamental understanding of it. Using a variety of examples, you will work through actual implementations designed to highlight key concepts and features related to game AI in UE4. You will learn to work through the built-in AI framework in order to build believable characters for every game genre (including RPG, Strategic, Platform, FPS, Simulation, Arcade, and Educational). You will learn to configure the Navigation, Environmental Querying, and Perception systems for your AI agents and couple these with Behavior Trees, all accompanied with practical examples. You will also explore how the engine handles dynamic crowds. In the concluding chapters, you will learn how to profile, visualize, and debug your AI systems to correct the AI logic and increase performance.
By the end of the book, your AI knowledge of the built-in AI system in Unreal will be deep and comprehensive, allowing you to build powerful AI agents within your projects.
Table of Contents (19 chapters)
Preface
Making the First Steps in the World of AI
Behavior Trees and Blackboards
Navigation
Environment Querying System
Agent Awareness
Extending Behavior Trees
Crowds
Section 2: Designing and Implementing Behavior Trees
Designing Behavior Trees - Part I
Designing Behavior Trees - Part II
Designing Behavior Trees - Part III
Section 3: Debugging Methods
Debugging Methods for AI - Logging
Debugging Methods for AI - Navigation, EQS, and Profiling
Debugging Methods for AI - The Gameplay Debugger
Going Beyond
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