Unreal engine 4 AI programming essentials create responsive and intelligent game AI using Blueprints in Unreal Engine 4
Create responsive and intelligent game AI using Blueprints in Unreal Engine 4 About This Book Understand and apply your Game AI better through various projects such as adding randomness and probability, and introducing movement Configure and debug Game AI logic using multiple methodologies Bridge th...
Otros Autores: | , |
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Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Birmingham :
Packt Publishing
[2016]
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Edición: | 1st edition |
Colección: | Community experience distilled.
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Materias: | |
Ver en Biblioteca Universitat Ramon Llull: | https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009630155206719 |
Tabla de Contenidos:
- Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to Game AI; Game Artificial Intelligence; How AI affects the gaming experience; Techniques and practices of game AI; Navigation; Achieving realistic movement with Steering; Creating a character with randomness and probability; Creating complex decision making with Behavior Tree; Root; Decorators; Composites; Services; Tasks; Blackboard; Sensory systems; Machine learning; Tracing; Influence Mapping; Unreal Engine 4 tools; Summary; Chapter 2: Creating Basic AI
- GoalSetting up the project; Environment; Prerequisites; Using our new AIController class; Assigning the AIController class; Placing the pawn; Sending the instructions; Small tips on MoveToLocation; Reviewing the current progress; Adding the challenge; Traces; Reviewing the current progress; The Enemy logic; Adding the Enemy AI; Summary; Chapter 3: Adding Randomness and Probability; Introducing probability; Probabilistic distribution; Non-uniform distribution; RandomStream in Unreal Engine 4; The plan; Adding Wander; Setting up the project; Creating probability
- Non-uniform distribution with Random StreamCreating transitions; Fleeing and attacking; Back to the action; The results!; Summary; Chapter 4: Introducing Movement; Overview; Path Finding; The A* algorithm; Navigation Mesh; RecastNavMesh; The movement component; The AIController; Let's start!; Waypoints; Navigation; Navigation Modifiers; Back in the editor; The NavArea class; The navigation cost; Summary; Chapter 5: Giving AI Choices; Behavior Tree in the AIController; Creating Behavior Tree; Blackboard; Designing Behavior Tree; The Behavior Tree service; State transitions
- Blackboard Compare DecoratorEnvironment Query System; Summary; Chapter 6: How does Our AI Sense?; Overview; AI sensing; AI Perception components; State machines; Pawn detection; State transition; Resetting the state; Simulating and playing; Summary; Chapter 7: More Advanced Movement; Setting up the agents; Viewing the agent; Following the agent; Follow or lead; Steering behavior: Flocking; Flocking agents; Controlling behavior through UMG; A simple UI; Summary; Chapter 8: Creating Patrol, Chase, and Attack AI; Creating a Blackboard; Mid-range attack; Controllers; Waypoints
- BT Composites, Task, Decorator, and ServiceCreating the logic; Summary; Chapter 9: What Have We Learned?; Creating basic AI; The pros and cons of using controls; Adding randomness and probability; The pros and cons of using randomness; The pros and cons of using probability; Introducing movement; Giving our AI choice; The pros and cons of using EQS; The pros and cons of using Blueprint; How does our AI sense?; More advanced movement; Creating patrol, chase, and attack AI; The pros and cons of using Behavior Tree; The pros and cons of using blueprint for AI; Summary; Index