目錄(81章)
倒序
- 封面
- 版權(quán)信息
- Credits
- About the Authors
- About the Reviewer
- www.PacktPub.com
- Preface
- Chapter 1. Introduction to Game AI
- Game Artificial Intelligence
- How AI affects the gaming experience
- Techniques and practices of game AI
- Unreal Engine 4 tools
- Summary
- Chapter 2. Creating Basic AI
- Goal
- Setting up the project
- Using our new AIController class
- Reviewing the current progress
- Adding the challenge
- Traces
- The Enemy logic
- Adding the Enemy AI
- Summary
- Chapter 3. Adding Randomness and Probability
- Introducing probability
- RandomStream in Unreal Engine 4
- The plan
- Adding Wander
- Fleeing and attacking
- Summary
- Chapter 4. Introducing Movement
- Overview
- Path Finding
- The A* algorithm
- Navigation Mesh
- The movement component
- Let's start!
- Waypoints
- Navigation
- Summary
- Chapter 5. Giving AI Choices
- Behavior Tree in AIController
- Creating Behavior Tree
- Blackboard
- Designing Behavior Tree
- Summary
- Chapter 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
- Chapter 7. More Advanced Movement
- Setting up the agents
- Viewing the agent
- Following the agent
- Steering behavior: Flocking
- Controlling behavior through UMG
- 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
- Adding randomness and probability
- Introducing movement
- Giving our AI choice
- How does our AI sense?
- More advanced movement
- Creating patrol chase and attack AI
- Summary
- Index 更新時(shí)間:2021-07-16 12:48:53
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