Book Image

Hands-On Artificial Intelligence with Unreal Engine

By : Francesco Sapio
5 (1)
Book Image

Hands-On Artificial Intelligence with Unreal Engine

5 (1)
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)
Free Chapter
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

Overview of the Sensing System

Coming back to Unreal, as you would expect, there is a subsystem of the AI Framework that implements AI Perception. Once again, you are free to implement your own system, especially if you have particular needs…

With Sensing and Perception, we are collocating at a lower level than Decision-Making (like Behavior Trees and EQS). In fact, there is no decision to take, no place to select, but just a passage/flow of information.

If the Sensing System perceives something "interesting" (we will define what this means later), then it notifies the AI controller, which will decide what to do about the received stimuli (which is its perception, in Unreal terminology).

Therefore, in this chapter, we will focus on how to properly set up the Sensing System so that our AI can perceive, but we won't deal with what to do once we have received...