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Hands-On Artificial Intelligence with Unreal Engine

Hands-On Artificial Intelligence with Unreal Engine

By : Francesco Sapio
3 (4)
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Hands-On Artificial Intelligence with Unreal Engine

Hands-On Artificial Intelligence with Unreal Engine

3 (4)
By: Francesco Sapio

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)
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1
Section 1: The Unreal Framework
9
Section 2: Designing and Implementing Behavior Trees
13
Section 3: Debugging Methods
14
Debugging Methods for AI - Logging

Summary

In this chapter, we have completed what we started in the previous two chapters. In fact, we have built a Behavior Tree from scratch, starting from the design phase, and implementing all the components we needed along the way (both in Blueprint and C++!).

In particular, in this chapter we have seen how to build the Behavior Tree, along with the Blackboard; make the Behavior Tree run (both in a Blueprint and C++ setup); and improved the C++ implementation of the nodes by assigning node names, placing a header in the Decorator, and filtering the Blackboard Key selectors based on their type.

This chapter concludes the main features of the Unreal Engine AI Framework. However, this doesn't mean that we are finished with this Framework just yet. In fact, we can now perform an extensive debugging of the AI, which is the topic we are going to face in the next chapters.

...

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