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Unreal engine 4 AI programming essentials : create responsive and intelligent game AI using Blueprints in Unreal Engine 4 / Peter L. Newton, Jie Feng.
- Format:
- Book
- Author/Creator:
- Newton, Peter L., author.
- Feng, Jie, author.
- Series:
- Community experience distilled.
- Community experience distilled
- Language:
- English
- Subjects (All):
- UnrealScript (Computer program language).
- Video games--Design.
- Video games.
- Video games--Programming.
- Physical Description:
- 1 online resource (188 p.)
- Edition:
- 1st edition
- Other Title:
- Unreal Engine four Artificial Intelligence programming essentials
- Place of Publication:
- Birmingham : Packt Publishing, [2016]
- System Details:
- text file
- Biography/History:
- Feng Jie: Jie Feng is originally from Jiaxing, China. He is currently a PhD candidate at Columbia University, specializing in machine learning and computer vision. He has conducted research on problems ranging from detecting and recognizing objects in images and retrieving similar images from large-scale databases to understanding human behavior in videos. Jie's work has been published at top international conferences, and he has been granted a U. S. patent. He is also a software designer and developer and has worked at Microsoft, Amazon, and Adobe. Jie is passionate about applying Artificial Intelligence to real-world problems. His project using Microsoft Kinect to analyze motion for fitness has won People's Choice Award at Innovative Health Tech NYC competition, 2013. Jie is currently working on a fashion discovery product named EyeStyle. Video games are the very thing that motivated him to study computer science. His favorite genre is action adventure. Titles including Resident Evil, Tomb Raider, and Uncharted inspire him in innovative thinking. This book is a unique experience for Jie to put his knowledge on Artificial Intelligence to game design and examine the potential of creating intelligent characters using Unreal Engine 4. Newton Peter: Peter L. Newton is a programmer who started on the game development scene when game modding was most relevant back in 2001. Since then, his skills have developed, allowing him to gain jobs as a game engine developer, and currently contracting with clients developing games and CG experiences.
- Summary:
- 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 the gap between your knowledge and Game AI in Unreal Engine 4 Who This Book Is For This book is for programmers and artists who want to expand their knowledge of Game AI in relation to Unreal Engine 4. You are recommended to have some experience of exploring Unreal Engine 4 prior to this book because we jump straight into Game AI. What You Will Learn Understand the fundamental components of Game AI within Unreal Engine 4 Skillfully introduce Game AI within Unreal Engine 4 Configure, customize, and assign Navigation and AI components to your pawn Create, debug, and analyze Game AI behavior Design responsive Game AI using the Behavior Tree methodology Create smart objects designed to interact with AI Utilize advanced AI features within your project to maximize the user experience In Detail Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. Developers have the opportunity to build cross-platform mobile and desktop games from scratch. This book will show you how to apply artificial intelligence (AI) techniques to your Unreal project using blueprints as your scripting language. You will start with an introduction to AI, and learn how it is applied to gaming. Then you'll jump right in and create a simple AI bot and apply basic behaviors to allow it to move randomly. As you progress, you'll find out how to implement randomness and probability traits. Using NavMesh, you will impart navigation components such as character movement, MoveTo nodes, settings, and world objects, and implement Behavior Trees. At the end of the book, you will troubleshoot any issues that might crop up while building the game. Style and approach This easy-to-follow project-based guide throws you directly into the excitement of Game AI in an approachable and comprehensive manner.
- Contents:
- 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
- Notes:
- Includes index.
- Description based on online resource; title from PDF title page (ebrary, viewed July 1, 2016).
- ISBN:
- 9781784396558
- 1784396559
- OCLC:
- 973021939
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