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190518s2019 enk o 000 0 eng d
▼a GBB986172
▼2 bnb
▼a 019396751
▼2 Uk
▼a 1099569890
▼a 1788831640
▼a 9781788831642
▼q (electronic bk.)
▼a 2111783
▼b (N$T)
▼a (OCoLC)1099981484
▼z (OCoLC)1099569890
▼a 9781788831642
▼b Packt Publishing
▼a EBLCP
▼b eng
▼e pn
▼c EBLCP
▼d UKAHL
▼d UKMGB
▼d OCLCO
▼d OCLCF
▼d OCLCQ
▼d CHVBK
▼d YDX
▼d OCLCQ
▼d N$T
▼d 248023
▼a MAIN
▼a QA76.76.C672
▼b .S275 2019
▼a 006.3
▼2 23
▼a Sapio, Francesco.
▼a Hands-On Artificial Intelligence with Unreal Engine:
▼b Everything You Want to Know about Game AI Using Blueprints or C++.
▼h [electronic resource].
▼a Birmingham:
▼b Packt Publishing, Limited,
▼c 2019.
▼a 1 online resource (537 pages).
▼a text
▼b txt
▼2 rdacontent
▼a computer
▼b c
▼2 rdamedia
▼a online resource
▼b cr
▼2 rdacarrier
▼a Creating components for the Environment Querying System
▼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
▼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
▼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
▼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
▼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
▼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.
▼a Print version record.
▼a Added to collection customer.56279.3
▼a Artificial intelligence.
▼a UnrealScript (Computer program language)
▼a C++ (Computer program language)
▼a Artificial intelligence.
▼2 fast
▼0 (OCoLC)fst00817247
▼a C++ (Computer program language)
▼2 fast
▼0 (OCoLC)fst00843286
▼a UnrealScript (Computer program language)
▼2 fast
▼0 (OCoLC)fst01740999
▼a Electronic books.
▼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
▼a NA000000
▼b 00000140
▼3 EBSCOhost
▼u http://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=2111783
▼a Askews and Holts Library Services
▼b ASKH
▼n BDZ0040020886
▼a ProQuest Ebook Central
▼b EBLB
▼n EBL5761235
▼a YBP Library Services
▼b YANK
▼n 300485163
▼a EBSCOhost
▼b EBSC
▼n 2111783
▼a 92
▼b N$T
| 자료유형 : | 단행본 |
|---|---|
| ISBN : | 1788831640 |
| ISBN : | 9781788831642 |
| 개인저자 : | Sapio, Francesco. |
| 서명/저자사항 : | Hands-On Artificial Intelligence with Unreal Engine: Everything You Want to Know about Game AI Using Blueprints or C++. [electronic resource]. |
| 발행사항 : | Birmingham: Packt Publishing, Limited, 2019. |
| 형태사항 : | 1 online resource (537 pages). |
| 일반주기 : | Creating components for the Environment Querying System |
| 내용주기 : | 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 |
| 내용주기 : | 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 |
| 내용주기 : | 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 |
| 내용주기 : | 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 |
| 내용주기 : | 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 |
| 요약 : | 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. |
| 일반주제명 : | Artificial intelligence. -- |
| 일반주제명 : | UnrealScript (Computer program language) -- |
| 일반주제명 : | C++ (Computer program language) -- |
| 일반주제명 : | Artificial intelligence. -- |
| 일반주제명 : | C++ (Computer program language) -- |
| 일반주제명 : | UnrealScript (Computer program language) -- |
| 기타형태 저록 : | 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 |
| 언어 | 영어 |
| URL : |
|---|
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