Jumat, 29 Maret 2013

[F295.Ebook] PDF Ebook Unreal Engine 4 AI Programming Essentials, by Peter L. Newton, Jie Feng

PDF Ebook Unreal Engine 4 AI Programming Essentials, by Peter L. Newton, Jie Feng

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Unreal Engine 4 AI Programming Essentials, by Peter L. Newton, Jie Feng

Unreal Engine 4 AI Programming Essentials, by Peter L. Newton, Jie Feng



Unreal Engine 4 AI Programming Essentials, by Peter L. Newton, Jie Feng

PDF Ebook Unreal Engine 4 AI Programming Essentials, by Peter L. Newton, Jie Feng

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Unreal Engine 4 AI Programming Essentials, by Peter L. Newton, Jie Feng

Create responsive and intelligent game AI using Blueprints in Unreal Engine 4

About This Book
  • Understand and apply your Game AI better through various projects such as adding randomness and probability, and introducing movement
  • Configure and debug Game AI logic using multiple methodologies
  • Bridge the gap between your knowledge and Game AI in Unreal Engine 4
Who This Book Is For

This book is for programmers and artists who want to expand their knowledge of Game AI in relation to Unreal Engine 4. You are recommended to have some experience of exploring Unreal Engine 4 prior to this book because we jump straight into Game AI.

What You Will Learn
  • Understand the fundamental components of Game AI within Unreal Engine 4
  • Skillfully introduce Game AI within Unreal Engine 4
  • Configure, customize, and assign Navigation and AI components to your pawn
  • Create, debug, and analyze Game AI behavior
  • Design responsive Game AI using the Behavior Tree methodology
  • Create smart objects designed to interact with AI
  • Utilize advanced AI features within your project to maximize the user experience
In Detail

Unreal Engine is a powerful game development engine that provides rich functionalities to create 2D and 3D games. Developers have the opportunity to build cross-platform mobile and desktop games from scratch. This book will show you how to apply artificial intelligence (AI) techniques to your Unreal project using blueprints as your scripting language. You will start with an introduction to AI, and learn how it is applied to gaming. Then you'll jump right in and create a simple AI bot and apply basic behaviors to allow it to move randomly. As you progress, you'll find out how to implement randomness and probability traits. Using NavMesh, you will impart navigation components such as character movement, MoveTo nodes, settings, and world objects, and implement Behavior Trees. At the end of the book, you will troubleshoot any issues that might crop up while building the game.

Style and approach

This easy-to-follow project-based guide throws you directly into the excitement of Game AI in an approachable and comprehensive manner.

  • Sales Rank: #3293989 in Books
  • Published on: 2016-03-18
  • Released on: 2016-06-06
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.25" h x .43" w x 7.50" l, .73 pounds
  • Binding: Paperback
  • 188 pages

About the Author

Peter L. Newton

Peter L. Newton gravitated toward computers at a young age. As his appetite for technology grew, web applications were his first exploration into development. The excitement of programming is what kept Peter diving further into different software designs and programming patterns. He is a self-taught programmer who has spent countless hours in reverse engineering assembly and arm instruction executables just for the joy of learning. Peter has several years of experience as a web developer, software developer, database architect, and hardware technician. His recent years were dedicated to the Virtual Reality/Gaming industry experience, working with such companies as Create, Sony Pictures, and the developers of Unreal Engine 4, Epic Games. Peter's most recent VR project was Can You Walk The Walk?, which won Digital Hollywood's "Best In Virtual Reality Based on a Cinematic or Television Experience" award.



Jie Feng

Jie Feng is originally from Jiaxing, China. He is currently a PhD candidate at Columbia University, specializing in machine learning and computer vision. He has conducted research on problems ranging from detecting and recognizing objects in images and retrieving similar images from large-scale databases to understanding human behavior in videos. Jie's work has been published at top international conferences, and he has been granted a U.S. patent. He is also a software designer and developer and has worked at Microsoft, Amazon, and Adobe. Jie is passionate about applying Artificial Intelligence to real-world problems. His project using Microsoft Kinect to analyze motion for fitness has won People's Choice Award at Innovative Health Tech NYC competition, 2013. Jie is currently working on a fashion discovery product named EyeStyle. Video games are the very thing that motivated him to study computer science. His favorite genre is action adventure. Titles including Resident Evil, Tomb Raider, and Uncharted inspire him in innovative thinking. This book is a unique experience for Jie to put his knowledge on Artificial Intelligence to game design and examine the potential of creating intelligent characters using Unreal Engine 4.

Most helpful customer reviews

8 of 11 people found the following review helpful.
Fails spectacularly at teaching
By Amazon Customer
While the author(s) of this book seem extremely well-versed in the unreal engine, they are significantly worse at teaching the material they cover. More often then not, this book makes the mistake of "showing" you how to program a task instead of "teaching" you how to do it. While I can dutifully copy the AI behaviors detailed in the lessons, I often find myself no closer to understanding how and why these behaviors work. A standard lesson looks something like this:

1. Pull from the Array Element pin and search for Cast to MyCharacter.
2.Then, pull from the As My Character pin and search for Get Controller.
3.Get the class of the controller using the Get Class node.
4.Compare the Hero class with the Class = Class node.
5.Pull from the return of Equal and create a Branch node.
etc...

While this might seem all well and good, the "teaching" aspect of this book completely falls apart when you realize that there are no explanations as to why I should use many of the nodes. Why do I need to use the Class = Class node? What is logically going on in this blueprint (yes, they don't supply answers for questions this basic)? If, when looking at this example, you find yourself asking any questions, you will be sorely disappointed by the lack of answers. While the authors of this book might know everything there is to know about Unreal, they certainly don't know how to teach it. A plethora of typos, missing steps, and incorrect words only compounds on the frustration.

All told this book seems like a rushed cash grab. While the pages look like slides you would see in a programming class, there is no teacher to guide you through the process.

Sidenote: The 5 star review of this book comes from an account that just writes cookie-cutter plugs for all packt publishing's books. It in no way reflects the quality of this content.

0 of 5 people found the following review helpful.
Power book for better games.
By Hugo
Unreal engine is a powerful AAA cross platform game engine that enable you to develop high quality games, this book teach me how to use blueprints visual tool to build my game logic, this is amazing how much you can achieve, Unreal already have a great set of tools that provide common AI, this book explain some of them, enabling me to apply their in my game easily without any line of code, I like to code, but to implement AI only in code I would have to spend much more time and effort. The book starts from foundations of AI in game development, after that you will start from basic techniques, teaching how these features work, giving you the idea of where to use it and the possibilities that you achieve combining these features with other to create more complex interesting behaviors like movements, randomness, probabilities, behavior trees, sensors, path followings and others. This can make your game so much fun and immersive, your players will have a much better gaming experience and you be proud of your work. This book has a great structure and if you never worked with game AI programming in Unreal Engine you will feel comfortable as you read this because the author has explained almost from scratch all the concepts and techniques, I think this way you learn for sure and be able to extend what you know, the game AI is almost limitless.

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