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Unreal Engine 4 AI Programming Essentials
Table of Contents
Unreal Engine 4 AI Programming Essentials
Credits
About the Authors
About the Reviewer
www.PacktPub.com
eBooks, discount offers, and more
Why subscribe?
Preface
What this book covers
What you need for this book
Who this book is for
Conventions
Reader feedback
Customer support
Downloading the example code
Downloading the color images of this book
Errata
Piracy
Questions
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
2. Creating Basic AI
Goal
Setting 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
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 RandomStream
Creating transitions
Fleeing and attacking
Back to the action
The results!
Summary
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
5. Giving AI Choices
Behavior Tree in AIController
Creating Behavior Tree
Blackboard
Designing Behavior Tree
The Behavior Tree service
State transitions
Blackboard Compare Decorator
Environment Query System
Summary
6. How Does Our AI Sense?
Overview
AI Sense
AI Perception components
State machines
Pawn detection
State transition
Resetting the state
Simulating and playing
Summary
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
8. Creating Patrol, Chase, and Attack AI
Creating a Blackboard
Mid-range attack
Controllers
Waypoints
BT Composites, Task, Decorator, and Service
Creating the logic
Summary
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
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