Hands-On Artificial Intelligence with Unreal Engine :: Everything You Want to Know about Game AI Using Blueprints or C++.
Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. If you want to use AI to extend the play-life of your games and make them more challenging and fun, this book is for you. It will help you break down AI into simple concepts to give you...
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1. Verfasser: | |
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Format: | Elektronisch E-Book |
Sprache: | English |
Veröffentlicht: |
Birmingham :
Packt Publishing, Limited,
2019.
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Schlagworte: | |
Online-Zugang: | Volltext |
Zusammenfassung: | Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. If you want to use AI to extend the play-life of your games and make them more challenging and fun, this book is for you. It will help you break down AI into simple concepts to give you a fundamental understanding of each of the topics. |
Beschreibung: | Creating components for the Environment Querying System |
Beschreibung: | 1 online resource (537 pages) |
ISBN: | 1788831640 9781788831642 |
Internformat
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245 | 1 | 0 | |a Hands-On Artificial Intelligence with Unreal Engine : |b Everything You Want to Know about Game AI Using Blueprints or C++. |
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588 | 0 | |a Print version record. | |
505 | 0 | |a Cover; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Section 1: The Unreal Framework; Chapter 1: Making the First Steps in the World of AI; Before starting ... ; Prerequisites; Installing and preparing the software; Unreal Engine; Visual Studio; Becoming an AI Game Developer; What it means to be an AI Game Developer; AI in the game development process; A bit of history; What is AI?; A glance into the past; AI in games; AI in games -- Industry and Academia; Planning our journey; Technical terminology; The bottom-up approach; The agent schema | |
505 | 8 | |a Unreal Engine AI FrameworkA sketch of our journey; Decision-making with Behavior Trees (chapters 2, 6, 8, 9, and 10); Navigation (chapters 3 and 7); Environment Query System (chapters 4 and 12); Agent Awareness (chapters 5 and 12); Crowds (chapter 7); Designing Behavior Trees (chapters 8, 9, and 10); Debugging methods for Game AI (chapters 11, 12, and 13); Going beyond (chapter 14); Enabling AI for C++ users; Summary; Chapter 2: Behavior Trees and Blackboards; How Behavior Trees work; The structure of a Mathematical Tree; Behavior Tree components; Root; Tasks; Composite; Decorators; Service | |
505 | 8 | |a Blackboards and their integration with Behavior TreesCreating our AI project; Starting Behavior Trees from AI Controllers; Creating the Behavior Tree and the Blackboard; Creating the Blackboard; Creating the Behavior Tree; The AI Controller to run a Behavior Tree; AI Controller in Blueprint; AI Controller in C++; Summary; Chapter 3: Navigation; What to expect from a Navigation System; Unreal Navigation System; Generating the Navigation Mesh; Setting parameters for the Nav Mesh; Display settings; Generation settings; Project Settings; Settings on the Character Movement Component | |
505 | 8 | |a Modifying the Navigation MeshNav Modifier Volume; Nav Mesh Areas; Creating a NavArea class in Blueprint; Creating a NavArea class in C++; Nav Link Proxy; Creating a Nav Link Proxy; Simple Links and Smart Links; Both Simple and Smart Links; Simple Links; Smart Links; Other settings of the Nav Link Proxy; Extending the Nav Link Proxy; Navigation Avoidance; Navigation Filtering; Creating a Navigation Filter in Blueprint; Creating a Navigation Filter in C++; Overriding the Navigation System; Summary; Chapter 4: Environment Querying System; Enabling the Environment Querying System | |
505 | 8 | |a Understanding the Environment Querying SystemThe general mechanism of EQS; The components of an Environment Query; Environment Queries; Contexts; Generators; Tests; Visual representation of the components; Running an Environmental Query within a Behavior Tree; Not only Locations, but also Actors!; Exploring the built-in nodes; Built-in Contexts; Built-in Generators; Actors Of Class; Current Location; Composite; Points: Circle; Points: Cone; Points: Donut; Points: Grid; Points: Pathing Grid; Built-in Tests; Visualizing Environment Queries | |
500 | |a Creating components for the Environment Querying System | ||
520 | |a Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. If you want to use AI to extend the play-life of your games and make them more challenging and fun, this book is for you. It will help you break down AI into simple concepts to give you a fundamental understanding of each of the topics. | ||
650 | 0 | |a Artificial intelligence. |0 http://id.loc.gov/authorities/subjects/sh85008180 | |
650 | 0 | |a UnrealScript (Computer program language) |0 http://id.loc.gov/authorities/subjects/sh2006006642 | |
650 | 0 | |a C++ (Computer program language) |0 http://id.loc.gov/authorities/subjects/sh87007505 | |
650 | 6 | |a Intelligence artificielle. | |
650 | 6 | |a UnrealScript (Langage de programmation) | |
650 | 6 | |a C++ (Langage de programmation) | |
650 | 7 | |a artificial intelligence. |2 aat | |
650 | 7 | |a Artificial intelligence |2 fast | |
650 | 7 | |a C++ (Computer program language) |2 fast | |
650 | 7 | |a UnrealScript (Computer program language) |2 fast | |
655 | 4 | |a Electronic book. | |
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776 | 0 | 8 | |i Print version: |a Sapio, Francesco. |t Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. |d Birmingham : Packt Publishing, Limited, ©2019 |z 9781788835657 |
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Datensatz im Suchindex
DE-BY-FWS_katkey | ZDB-4-EBA-on1099981484 |
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adam_text | |
any_adam_object | |
author | Sapio, Francesco |
author_facet | Sapio, Francesco |
author_role | |
author_sort | Sapio, Francesco |
author_variant | f s fs |
building | Verbundindex |
bvnumber | localFWS |
callnumber-first | Q - Science |
callnumber-label | QA76 |
callnumber-raw | QA76.76.C672 .S275 2019 |
callnumber-search | QA76.76.C672 .S275 2019 |
callnumber-sort | QA 276.76 C672 S275 42019 |
callnumber-subject | QA - Mathematics |
collection | ZDB-4-EBA |
contents | Cover; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Section 1: The Unreal Framework; Chapter 1: Making the First Steps in the World of AI; Before starting ... ; Prerequisites; Installing and preparing the software; Unreal Engine; Visual Studio; Becoming an AI Game Developer; What it means to be an AI Game Developer; AI in the game development process; A bit of history; What is AI?; A glance into the past; AI in games; AI in games -- Industry and Academia; Planning our journey; Technical terminology; The bottom-up approach; The agent schema Unreal Engine AI FrameworkA sketch of our journey; Decision-making with Behavior Trees (chapters 2, 6, 8, 9, and 10); Navigation (chapters 3 and 7); Environment Query System (chapters 4 and 12); Agent Awareness (chapters 5 and 12); Crowds (chapter 7); Designing Behavior Trees (chapters 8, 9, and 10); Debugging methods for Game AI (chapters 11, 12, and 13); Going beyond (chapter 14); Enabling AI for C++ users; Summary; Chapter 2: Behavior Trees and Blackboards; How Behavior Trees work; The structure of a Mathematical Tree; Behavior Tree components; Root; Tasks; Composite; Decorators; Service Blackboards and their integration with Behavior TreesCreating our AI project; Starting Behavior Trees from AI Controllers; Creating the Behavior Tree and the Blackboard; Creating the Blackboard; Creating the Behavior Tree; The AI Controller to run a Behavior Tree; AI Controller in Blueprint; AI Controller in C++; Summary; Chapter 3: Navigation; What to expect from a Navigation System; Unreal Navigation System; Generating the Navigation Mesh; Setting parameters for the Nav Mesh; Display settings; Generation settings; Project Settings; Settings on the Character Movement Component Modifying the Navigation MeshNav Modifier Volume; Nav Mesh Areas; Creating a NavArea class in Blueprint; Creating a NavArea class in C++; Nav Link Proxy; Creating a Nav Link Proxy; Simple Links and Smart Links; Both Simple and Smart Links; Simple Links; Smart Links; Other settings of the Nav Link Proxy; Extending the Nav Link Proxy; Navigation Avoidance; Navigation Filtering; Creating a Navigation Filter in Blueprint; Creating a Navigation Filter in C++; Overriding the Navigation System; Summary; Chapter 4: Environment Querying System; Enabling the Environment Querying System Understanding the Environment Querying SystemThe general mechanism of EQS; The components of an Environment Query; Environment Queries; Contexts; Generators; Tests; Visual representation of the components; Running an Environmental Query within a Behavior Tree; Not only Locations, but also Actors!; Exploring the built-in nodes; Built-in Contexts; Built-in Generators; Actors Of Class; Current Location; Composite; Points: Circle; Points: Cone; Points: Donut; Points: Grid; Points: Pathing Grid; Built-in Tests; Visualizing Environment Queries |
ctrlnum | (OCoLC)1099981484 |
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dewey-hundreds | 000 - Computer science, information, general works |
dewey-ones | 006 - Special computer methods |
dewey-raw | 006.3 |
dewey-search | 006.3 |
dewey-sort | 16.3 |
dewey-tens | 000 - Computer science, information, general works |
discipline | Informatik |
format | Electronic eBook |
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publisher | Packt Publishing, Limited, |
record_format | marc |
spelling | Sapio, Francesco. Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. Birmingham : Packt Publishing, Limited, 2019. 1 online resource (537 pages) text txt rdacontent computer c rdamedia online resource cr rdacarrier Print version record. Cover; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Section 1: The Unreal Framework; Chapter 1: Making the First Steps in the World of AI; Before starting ... ; Prerequisites; Installing and preparing the software; Unreal Engine; Visual Studio; Becoming an AI Game Developer; What it means to be an AI Game Developer; AI in the game development process; A bit of history; What is AI?; A glance into the past; AI in games; AI in games -- Industry and Academia; Planning our journey; Technical terminology; The bottom-up approach; The agent schema Unreal Engine AI FrameworkA sketch of our journey; Decision-making with Behavior Trees (chapters 2, 6, 8, 9, and 10); Navigation (chapters 3 and 7); Environment Query System (chapters 4 and 12); Agent Awareness (chapters 5 and 12); Crowds (chapter 7); Designing Behavior Trees (chapters 8, 9, and 10); Debugging methods for Game AI (chapters 11, 12, and 13); Going beyond (chapter 14); Enabling AI for C++ users; Summary; Chapter 2: Behavior Trees and Blackboards; How Behavior Trees work; The structure of a Mathematical Tree; Behavior Tree components; Root; Tasks; Composite; Decorators; Service Blackboards and their integration with Behavior TreesCreating our AI project; Starting Behavior Trees from AI Controllers; Creating the Behavior Tree and the Blackboard; Creating the Blackboard; Creating the Behavior Tree; The AI Controller to run a Behavior Tree; AI Controller in Blueprint; AI Controller in C++; Summary; Chapter 3: Navigation; What to expect from a Navigation System; Unreal Navigation System; Generating the Navigation Mesh; Setting parameters for the Nav Mesh; Display settings; Generation settings; Project Settings; Settings on the Character Movement Component Modifying the Navigation MeshNav Modifier Volume; Nav Mesh Areas; Creating a NavArea class in Blueprint; Creating a NavArea class in C++; Nav Link Proxy; Creating a Nav Link Proxy; Simple Links and Smart Links; Both Simple and Smart Links; Simple Links; Smart Links; Other settings of the Nav Link Proxy; Extending the Nav Link Proxy; Navigation Avoidance; Navigation Filtering; Creating a Navigation Filter in Blueprint; Creating a Navigation Filter in C++; Overriding the Navigation System; Summary; Chapter 4: Environment Querying System; Enabling the Environment Querying System Understanding the Environment Querying SystemThe general mechanism of EQS; The components of an Environment Query; Environment Queries; Contexts; Generators; Tests; Visual representation of the components; Running an Environmental Query within a Behavior Tree; Not only Locations, but also Actors!; Exploring the built-in nodes; Built-in Contexts; Built-in Generators; Actors Of Class; Current Location; Composite; Points: Circle; Points: Cone; Points: Donut; Points: Grid; Points: Pathing Grid; Built-in Tests; Visualizing Environment Queries Creating components for the Environment Querying System Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. If you want to use AI to extend the play-life of your games and make them more challenging and fun, this book is for you. It will help you break down AI into simple concepts to give you a fundamental understanding of each of the topics. Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Intelligence artificielle. UnrealScript (Langage de programmation) C++ (Langage de programmation) artificial intelligence. aat Artificial intelligence fast C++ (Computer program language) fast UnrealScript (Computer program language) fast Electronic book. has work: HANDS ARTIFICIAL INTELLIGENCE WITH UNREAL ENGINE (Text) https://id.oclc.org/worldcat/entity/E39PD3QtdYwDG4k9PYjvbwMvBP https://id.oclc.org/worldcat/ontology/hasWork Print version: Sapio, Francesco. Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. Birmingham : Packt Publishing, Limited, ©2019 9781788835657 FWS01 ZDB-4-EBA FWS_PDA_EBA https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2111783 Volltext |
spellingShingle | Sapio, Francesco Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. Cover; Title Page; Copyright and Credits; Dedication; About Packt; Contributors; Table of Contents; Preface; Section 1: The Unreal Framework; Chapter 1: Making the First Steps in the World of AI; Before starting ... ; Prerequisites; Installing and preparing the software; Unreal Engine; Visual Studio; Becoming an AI Game Developer; What it means to be an AI Game Developer; AI in the game development process; A bit of history; What is AI?; A glance into the past; AI in games; AI in games -- Industry and Academia; Planning our journey; Technical terminology; The bottom-up approach; The agent schema Unreal Engine AI FrameworkA sketch of our journey; Decision-making with Behavior Trees (chapters 2, 6, 8, 9, and 10); Navigation (chapters 3 and 7); Environment Query System (chapters 4 and 12); Agent Awareness (chapters 5 and 12); Crowds (chapter 7); Designing Behavior Trees (chapters 8, 9, and 10); Debugging methods for Game AI (chapters 11, 12, and 13); Going beyond (chapter 14); Enabling AI for C++ users; Summary; Chapter 2: Behavior Trees and Blackboards; How Behavior Trees work; The structure of a Mathematical Tree; Behavior Tree components; Root; Tasks; Composite; Decorators; Service Blackboards and their integration with Behavior TreesCreating our AI project; Starting Behavior Trees from AI Controllers; Creating the Behavior Tree and the Blackboard; Creating the Blackboard; Creating the Behavior Tree; The AI Controller to run a Behavior Tree; AI Controller in Blueprint; AI Controller in C++; Summary; Chapter 3: Navigation; What to expect from a Navigation System; Unreal Navigation System; Generating the Navigation Mesh; Setting parameters for the Nav Mesh; Display settings; Generation settings; Project Settings; Settings on the Character Movement Component Modifying the Navigation MeshNav Modifier Volume; Nav Mesh Areas; Creating a NavArea class in Blueprint; Creating a NavArea class in C++; Nav Link Proxy; Creating a Nav Link Proxy; Simple Links and Smart Links; Both Simple and Smart Links; Simple Links; Smart Links; Other settings of the Nav Link Proxy; Extending the Nav Link Proxy; Navigation Avoidance; Navigation Filtering; Creating a Navigation Filter in Blueprint; Creating a Navigation Filter in C++; Overriding the Navigation System; Summary; Chapter 4: Environment Querying System; Enabling the Environment Querying System Understanding the Environment Querying SystemThe general mechanism of EQS; The components of an Environment Query; Environment Queries; Contexts; Generators; Tests; Visual representation of the components; Running an Environmental Query within a Behavior Tree; Not only Locations, but also Actors!; Exploring the built-in nodes; Built-in Contexts; Built-in Generators; Actors Of Class; Current Location; Composite; Points: Circle; Points: Cone; Points: Donut; Points: Grid; Points: Pathing Grid; Built-in Tests; Visualizing Environment Queries Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Intelligence artificielle. UnrealScript (Langage de programmation) C++ (Langage de programmation) artificial intelligence. aat Artificial intelligence fast C++ (Computer program language) fast UnrealScript (Computer program language) fast |
subject_GND | http://id.loc.gov/authorities/subjects/sh85008180 http://id.loc.gov/authorities/subjects/sh2006006642 http://id.loc.gov/authorities/subjects/sh87007505 |
title | Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. |
title_auth | Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. |
title_exact_search | Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. |
title_full | Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. |
title_fullStr | Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. |
title_full_unstemmed | Hands-On Artificial Intelligence with Unreal Engine : Everything You Want to Know about Game AI Using Blueprints or C++. |
title_short | Hands-On Artificial Intelligence with Unreal Engine : |
title_sort | hands on artificial intelligence with unreal engine everything you want to know about game ai using blueprints or c |
title_sub | Everything You Want to Know about Game AI Using Blueprints or C++. |
topic | Artificial intelligence. http://id.loc.gov/authorities/subjects/sh85008180 UnrealScript (Computer program language) http://id.loc.gov/authorities/subjects/sh2006006642 C++ (Computer program language) http://id.loc.gov/authorities/subjects/sh87007505 Intelligence artificielle. UnrealScript (Langage de programmation) C++ (Langage de programmation) artificial intelligence. aat Artificial intelligence fast C++ (Computer program language) fast UnrealScript (Computer program language) fast |
topic_facet | Artificial intelligence. UnrealScript (Computer program language) C++ (Computer program language) Intelligence artificielle. UnrealScript (Langage de programmation) C++ (Langage de programmation) artificial intelligence. Artificial intelligence Electronic book. |
url | https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&AN=2111783 |
work_keys_str_mv | AT sapiofrancesco handsonartificialintelligencewithunrealengineeverythingyouwanttoknowaboutgameaiusingblueprintsorc |