
Unreal Engine 4 AI Programming Essentials
Beschreibung
Alle Preise
Weitere Details
Weitere Ausgaben
Personen
Jie Feng is originally from Jiaxing, China. He is currently a PhD candidate at Columbia University, specializing in machine learning and computer vision. He has conducted research on problems ranging from detecting and recognizing objects in images and retrieving similar images from large-scale databases to understanding human behavior in videos. Jie's work has been published at top international conferences, and he has been granted a U.S. patent. He is also a software designer and developer and has worked at Microsoft, Amazon, and Adobe. Jie is passionate about applying Artificial Intelligence to real-world problems. His project using Microsoft Kinect to analyze motion for fitness has won People's Choice Award at Innovative Health Tech NYC competition, 2013. Jie is currently working on a fashion discovery product named EyeStyle. Video games are the very thing that motivated him to study computer science. His favorite genre is action adventure. Titles including Resident Evil, Tomb Raider, and Uncharted inspire him in innovative thinking. This book is a unique experience for Jie to put his knowledge on Artificial Intelligence to game design and examine the potential of creating intelligent characters using Unreal Engine 4.Newton Peter :
Peter L. Newton is a programmer who started on the game development scene when game modding was most relevant back in 2001. Since then, his skills have developed, allowing him to gain jobs as a game engine developer, and currently contracting with clients developing games and CG experiences.
Inhalt
- Cover
- Copyright
- Credits
- About the Authors
- About the Reviewer
- www.PacktPub.com
- Table of Contents
- Preface
- Chapter 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
- Chapter 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
- Chapter 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 Random Stream
- Creating transitions
- Fleeing and attacking
- Back to the action
- The results!
- Summary
- Chapter 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
- Chapter 5: Giving AI Choices
- Behavior Tree in the AIController
- Creating Behavior Tree
- Blackboard
- Designing Behavior Tree
- The Behavior Tree service
- State transitions
- Blackboard Compare Decorator
- Environment Query System
- Summary
- Chapter 6: How does Our AI Sense?
- Overview
- AI sensing
- AI Perception components
- State machines
- Pawn detection
- State transition
- Resetting the state
- Simulating and playing
- Summary
- Chapter 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
- Chapter 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
- Chapter 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
Systemvoraussetzungen
Dateiformat: ePUB
Kopierschutz: Adobe-DRM (Digital Rights Management)
Systemvoraussetzungen:
- Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).
- Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions oder die App PocketBook (siehe E-Book Hilfe).
- E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nicht Kindle)
Das Dateiformat ePUB ist sehr gut für Romane und Sachbücher geeignet – also für „fließenden” Text ohne komplexes Layout. Bei E-Readern oder Smartphones passt sich der Zeilen- und Seitenumbruch automatisch den kleinen Displays an.
Mit Adobe-DRM wird hier ein „harter” Kopierschutz verwendet. Wenn die notwendigen Voraussetzungen nicht vorliegen, können Sie das E-Book leider nicht öffnen. Daher müssen Sie bereits vor dem Download Ihre Lese-Hardware vorbereiten.
Bitte beachten Sie: Wir empfehlen Ihnen unbedingt nach Installation der Lese-Software diese mit Ihrer persönlichen Adobe-ID zu autorisieren!
Weitere Informationen finden Sie in unserer E-Book Hilfe.
Dateiformat: PDF
Kopierschutz: Adobe-DRM (Digital Rights Management)
Systemvoraussetzungen:
- Computer (Windows; MacOS X; Linux): Installieren Sie bereits vor dem Download die kostenlose Software Adobe Digital Editions (siehe E-Book Hilfe).
- Tablet/Smartphone (Android; iOS): Installieren Sie bereits vor dem Download die kostenlose App Adobe Digital Editions oder die App PocketBook (siehe E-Book Hilfe).
- E-Book-Reader: Bookeen, Kobo, Pocketbook, Sony, Tolino u.v.a.m. (nicht Kindle)
Das Dateiformat PDF zeigt auf jeder Hardware eine Buchseite stets identisch an. Daher ist eine PDF auch für ein komplexes Layout geeignet, wie es bei Lehr- und Fachbüchern verwendet wird (Bilder, Tabellen, Spalten, Fußnoten). Bei kleinen Displays von E-Readern oder Smartphones sind PDF leider eher nervig, weil zu viel Scrollen notwendig ist.
Mit Adobe-DRM wird hier ein „harter” Kopierschutz verwendet. Wenn die notwendigen Voraussetzungen nicht vorliegen, können Sie das E-Book leider nicht öffnen. Daher müssen Sie bereits vor dem Download Ihre Lese-Hardware vorbereiten.
Bitte beachten Sie: Wir empfehlen Ihnen unbedingt nach Installation der Lese-Software diese mit Ihrer persönlichen Adobe-ID zu autorisieren!
Weitere Informationen finden Sie in unserer E-Book Hilfe.