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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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Table of Contents (11) Chapters Close

Preface 1. Introduction to Game AI FREE CHAPTER 2. Creating Basic AI 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

Creating patrol, chase, and attack AI

We demonstrated how to create AI that will patrol between waypoints you lay within the world. Then, if you ever get in sight of the AI, it will immediately begin to chase you. If you are within the attack range of AI, it will shoot its laser!

I believe each component has its strengths and that they create the most intelligent and responsive AI together. After creating AI without Behavior Tree, you start to wonder whether it's truly necessary to use. The problem dictates the solution, and when you use one solution for every problem, you don't solve anything. I find that using the strengths of Behavior Tree and other components to fill in the weakness results in the most promising behavior.

The pros and cons of using Behavior Tree

The following are the pros:

  • It is easily extensible
  • It syncs the Blackboard instances

The following are the cons:

  • The design dictates the execution flow
  • Setup is required

The pros and cons of using blueprint for AI

The following...

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