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

Designing Behavior Trees - Part I

This chapter (and the two that follow) will take you through a more practical approach of what we have learned so far. In particular, we will be focusing on how to implement a Behavior Tree so that we can chase our character in the game.

In fact, we will use all the content from Chapter 2, Behavior Trees and Blackboards, along with a blackboard, to execute these actions, a NavMesh to move around the environment, and the Perception System to sense the Player.

In this chapter, we will cover the following topics:

  • How to design a Behavior Tree, starting from the Expected Behavior
  • Analyzing the nodes that we might need on a Behavior Tree
  • Implementing a Custom Decorator (both in Blueprint and C++) to check boolean variables
  • Implementing a Custom Task (both in Blueprint and C++) to find a random location around the character
  • Using the Navigation System...