Unreal Engine 4 AI programming essentials : (Record no. 681297)

MARC details
000 -LEADER
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001 - CONTROL NUMBER
control field ocn945736599
003 - CONTROL NUMBER IDENTIFIER
control field OCoLC
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20240829145237.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m d
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr unu||||||||
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 160331s2016 enka o 001 0 eng d
040 ## - CATALOGING SOURCE
Original cataloging agency UMI
Language of cataloging eng
Description conventions rda
-- pn
Transcribing agency UMI
Modifying agency OCLCO
-- OCLCF
-- NLE
-- KSU
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-- C6I
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-- YDXCP
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019 ## -
-- 945564219
-- 945566858
-- 973021939
-- 1034610800
-- 1259080039
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781784396558
Qualifying information (electronic bk.)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1784396559
Qualifying information (electronic bk.)
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
Canceled/invalid ISBN 9781784393120
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 1784393126
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781784393120
035 ## - SYSTEM CONTROL NUMBER
System control number 1203017
-- (N$T)
035 ## - SYSTEM CONTROL NUMBER
System control number (OCoLC)945736599
Canceled/invalid control number (OCoLC)945564219
-- (OCoLC)945566858
-- (OCoLC)973021939
-- (OCoLC)1034610800
-- (OCoLC)1259080039
037 ## - SOURCE OF ACQUISITION
Stock number CL0500000729
Source of stock number/acquisition Safari Books Online
050 #4 - LIBRARY OF CONGRESS CALL NUMBER
Classification number QA76.76.C672
072 #7 - SUBJECT CATEGORY CODE
Subject category code GAM
Subject category code subdivision 001000
Source bisacsh
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER
Classification number 794.8163
Edition number 23
049 ## - LOCAL HOLDINGS (OCLC)
Holding library MAIN
100 1# - MAIN ENTRY--PERSONAL NAME
Personal name Newton, Peter L.,
Relator term author.
9 (RLIN) 817881
245 10 - TITLE STATEMENT
Title Unreal Engine 4 AI programming essentials :
Remainder of title create responsive and intelligent game AI using Blueprints in Unreal Engine 4 /
Statement of responsibility, etc. Peter L. Newton, Jie Feng.
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture Birmingham, UK :
Name of producer, publisher, distributor, manufacturer Packt Publishing,
Date of production, publication, distribution, manufacture, or copyright notice 2016.
300 ## - PHYSICAL DESCRIPTION
Extent 1 online resource (1 volume) :
Other physical details illustrations
336 ## - CONTENT TYPE
Content type term text
Content type code txt
Source rdacontent
337 ## - MEDIA TYPE
Media type term computer
Media type code c
Source rdamedia
338 ## - CARRIER TYPE
Carrier type term online resource
Carrier type code cr
Source rdacarrier
347 ## - DIGITAL FILE CHARACTERISTICS
File type text file
490 1# - SERIES STATEMENT
Series statement Community experience distilled
588 ## - SOURCE OF DESCRIPTION NOTE
Source of description note Description based on online resource; title from title page (Safari, viewed March 30, 2016).
500 ## - GENERAL NOTE
General note Includes index.
520 8# - SUMMARY, ETC.
Summary, etc. Annotation
Expansion of summary note Create responsive and intelligent game AI using Blueprints in Unreal Engine 4About 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 4Who This Book Is ForThis 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 experienceIn DetailUnreal 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 approachThis easy-to-follow project-based guide throws you directly into the excitement of Game AI in an approachable and comprehensive manner.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Cover; Copyright; Credits; About the Authors; About the Reviewer; www.PacktPub.com; Table of Contents; Preface; Chapter 1: Introduction to Game AI; Game Artificial Intelligence; How AI affects the gaming experience; Techniques and practices of game AI; Navigation; Achieving realistic movement with Steering; Creating a character with randomness and probability; Creating complex decision making with Behavior Tree; Root; Decorators; Composites; Services; Tasks; Blackboard; Sensory systems; Machine learning; Tracing; Influence Mapping; Unreal Engine 4 tools; Summary; Chapter 2: Creating Basic AI
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note GoalSetting up the project; Environment; Prerequisites; Using our new AIController class; Assigning the AIController class; Placing the pawn; Sending the instructions; Small tips on MoveToLocation; Reviewing the current progress; Adding the challenge; Traces; Reviewing the current progress; The Enemy logic; Adding the Enemy AI; Summary; Chapter 3: Adding Randomness and Probability; Introducing probability; Probabilistic distribution; Non-uniform distribution; RandomStream in Unreal Engine 4; The plan; Adding Wander; Setting up the project; Creating probability
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Non-uniform distribution with Random StreamCreating transitions; Fleeing and attacking; Back to the action; The results!; Summary; Chapter 4: Introducing Movement; Overview; Path Finding; The A* algorithm; Navigation Mesh; RecastNavMesh; The movement component; The AIController; Let's start!; Waypoints; Navigation; Navigation Modifiers; Back in the editor; The NavArea class; The navigation cost; Summary; Chapter 5: Giving AI Choices; Behavior Tree in the AIController; Creating Behavior Tree; Blackboard; Designing Behavior Tree; The Behavior Tree service; State transitions
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note Blackboard Compare DecoratorEnvironment Query System; Summary; Chapter 6: How does Our AI Sense?; Overview; AI sensing; 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; Follow or lead; Steering behavior: Flocking; Flocking agents; Controlling behavior through UMG; A simple UI; Summary; Chapter 8: Creating Patrol, Chase, and Attack AI; Creating a Blackboard; Mid-range attack; Controllers; Waypoints
505 8# - FORMATTED CONTENTS NOTE
Formatted contents note BT Composites, Task, Decorator, and ServiceCreating the logic; Summary; Chapter 9: What Have We Learned?; Creating basic AI; The pros and cons of using controls; Adding randomness and probability; The pros and cons of using randomness; The pros and cons of using probability; Introducing movement; Giving our AI choice; The pros and cons of using EQS; The pros and cons of using Blueprint; How does our AI sense?; More advanced movement; Creating patrol, chase, and attack AI; The pros and cons of using Behavior Tree; The pros and cons of using blueprint for AI; Summary; Index
590 ## - LOCAL NOTE (RLIN)
Local note Added to collection customer.56279.3
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
General subdivision Programming.
9 (RLIN) 734994
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element UnrealScript (Computer program language)
9 (RLIN) 678813
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
General subdivision Design.
9 (RLIN) 118268
650 #6 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Jeux vidéo
General subdivision Programmation.
9 (RLIN) 998438
650 #6 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element UnrealScript (Langage de programmation)
9 (RLIN) 998799
650 #6 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Jeux vidéo
General subdivision Conception.
9 (RLIN) 988981
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element GAMES / Board
Source of heading or term bisacsh
9 (RLIN) 777688
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games
General subdivision Design
Source of heading or term fast
9 (RLIN) 31684
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Video games
General subdivision Programming
Source of heading or term fast
9 (RLIN) 734994
650 #7 - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element UnrealScript (Computer program language)
Source of heading or term fast
9 (RLIN) 678813
655 04 - INDEX TERM--GENRE/FORM
Genre/form data or focus term Electronic books.
9 (RLIN) 396
700 1# - ADDED ENTRY--PERSONAL NAME
Personal name Feng, Jie,
Relator term author.
9 (RLIN) 817882
776 ## - ADDITIONAL PHYSICAL FORM ENTRY
International Standard Book Number 1-78439-312-6
830 #0 - SERIES ADDED ENTRY--UNIFORM TITLE
Uniform title Community experience distilled.
9 (RLIN) 541051
856 40 - ELECTRONIC LOCATION AND ACCESS
Materials specified EBSCOhost
Uniform Resource Identifier <a href="https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1203017">https://search.ebscohost.com/login.aspx?direct=true&scope=site&db=nlebk&db=nlabk&AN=1203017</a>
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994 ## -
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Holdings
Withdrawn status Lost status Damaged status Not for loan Collection code Home library Current library Date acquired Total Checkouts Date last seen Price effective from Koha item type
  Not Lost     EBSCO Computers e-Library   29/08/2024   29/08/2024 29/08/2024 eBook

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