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

Navigation

The problem behind pathfinding is as old as the Labyrinth at Knossos: how do I get from point A to point B using the shortest route and avoiding all obstacles in-between?

Many algorithms have been developed to solve pathfinding problems, including those related to the A* algorithm, which was first introduced in computer science during the 1960s (section 2).

Pathfinding routines are typical components of many video games, with Non-Player Characters (NPCs) having the task of finding optimal paths on the game maps, which can constantly change. For example, passageways, gates, or doors can change their statuses during gameplay.

There are quite a lot of problems when it comes to pathfinding, and unluckily for us, there isn't a one-solution-fits-all approach. This is because each problem will have its own solution, depending on the type of problem it is. Not only this...