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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

Creating our AI project

From now on, we will get our feet wet by creating a project, and get a gist of what we have learned about Behavior Trees. In this section, we are going to create a simple tree, but as we learn more about other topics in the following chapters, we will iterate over the tools for Behavior Trees. As a result, this will provide you with a better understanding of the tools that are required to create awesome Behavior Trees. Then, in Chapter 8, Designing Behavior Trees - Part I, Chapter 9, Designing Behavior Trees - Part II, and Chapter 10, Designing Behavior Trees - Part III, we will be focusing on how to create and design a Behavior Tree from scratch that chases the player, which will give you a practical approach to Behavior Trees.

So, to be able test the techniques that we are going to explore in this book, we need to create a project. By doing this, you...

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