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

Blackboards and their integration with Behavior Trees

Considering the Behavior Tree as a brain, we can think of a Blackboard as its memory—more specifically, the memory of the AI. The Blackboard stores (and sets) key values for the Behavior Tree to use.

They are called blackboards because, in a classroom, the blackboard is a place where a lot of information is conveyed, but most of it is shared among students; the single notes that are given out to students are personal. You can imagine the students as the different tasks (and nodes) of the Behavior Tree, and the Blackboard as a shared place for data.

Blackboards are fairly simple to understand, since they are only a little more complex than a data structure. The only difference lies in the possibility to assign to a Behavior Tree to a particular Blackboard, which is shared by every node of the tree. As a result, each node...