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▼a 019396751
▼2 Uk |
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▼a 1099569890 |
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▼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
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▼d YDX
▼d OCLCQ
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▼d 248032 |
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▼a MAIN |
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▼a QA76.76.C672
▼b .S275 2019 |
082 | 04 |
▼a 006.3
▼2 23 |
100 | 1 |
▼a Sapio, Francesco. |
245 | 10 |
▼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 |
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 |
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. |
588 | 0 |
▼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. |
776 | 08 |
▼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 |
856 | 40 |
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