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015 ▼a GBB986172 ▼2 bnb
0167 ▼a 019396751 ▼2 Uk
019 ▼a 1099569890
020 ▼a 1788831640
020 ▼a 9781788831642 ▼q (electronic bk.)
035 ▼a 2111783 ▼b (N$T)
035 ▼a (OCoLC)1099981484 ▼z (OCoLC)1099569890
037 ▼a 9781788831642 ▼b Packt Publishing
040 ▼a EBLCP ▼b eng ▼e pn ▼c EBLCP ▼d UKAHL ▼d UKMGB ▼d OCLCO ▼d OCLCF ▼d OCLCQ ▼d CHVBK ▼d YDX ▼d OCLCQ ▼d N$T ▼d 248032
049 ▼a MAIN
050 4 ▼a QA76.76.C672 ▼b .S275 2019
08204 ▼a 006.3 ▼2 23
1001 ▼a Sapio, Francesco.
24510 ▼a Hands-On Artificial Intelligence with Unreal Engine : ▼b Everything You Want to Know about Game AI Using Blueprints or C++. ▼h [electronic resource]
260 ▼a Birmingham : ▼b Packt Publishing, Limited, ▼c 2019.
300 ▼a 1 online resource (537 pages)
336 ▼a text ▼b txt ▼2 rdacontent
337 ▼a computer ▼b c ▼2 rdamedia
338 ▼a online resource ▼b cr ▼2 rdacarrier
500 ▼a Creating components for the Environment Querying System
5050 ▼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
5058 ▼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
5058 ▼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
5058 ▼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
5058 ▼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
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.
5880 ▼a Print version record.
590 ▼a Added to collection customer.56279.3
650 0 ▼a Artificial intelligence.
650 0 ▼a UnrealScript (Computer program language)
650 0 ▼a C++ (Computer program language)
650 7 ▼a Artificial intelligence. ▼2 fast ▼0 (OCoLC)fst00817247
650 7 ▼a C++ (Computer program language) ▼2 fast ▼0 (OCoLC)fst00843286
650 7 ▼a UnrealScript (Computer program language) ▼2 fast ▼0 (OCoLC)fst01740999
655 4 ▼a Electronic books.
77608 ▼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, 짤2019 ▼z 9781788835657
85640 ▼3 EBSCOhost ▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2111783
938 ▼a Askews and Holts Library Services ▼b ASKH ▼n BDZ0040020886
938 ▼a ProQuest Ebook Central ▼b EBLB ▼n EBL5761235
938 ▼a YBP Library Services ▼b YANK ▼n 300485163
938 ▼a EBSCOhost ▼b EBSC ▼n 2111783
990 ▼a 관리자
994 ▼a 92 ▼b N$T