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ویرایش:
نویسندگان: Francesco Sapio
سری:
ISBN (شابک) : 1788835654, 9781788835657
ناشر: Packt Publishing
سال نشر: 2019
تعداد صفحات: 537
زبان: English
فرمت فایل : PDF (درصورت درخواست کاربر به PDF، EPUB یا AZW3 تبدیل می شود)
حجم فایل: 93 مگابایت
در صورت تبدیل فایل کتاب Hands-On Artificial Intelligence with Unreal Engine: Everything you want to know about Game AI using Blueprints or C++ به فرمت های PDF، EPUB، AZW3، MOBI و یا DJVU می توانید به پشتیبان اطلاع دهید تا فایل مورد نظر را تبدیل نمایند.
توجه داشته باشید کتاب هوش مصنوعی عملی با موتور Unreal: هر آنچه می خواهید در مورد AI AI با استفاده از Blueprints یا C ++ بدانید نسخه زبان اصلی می باشد و کتاب ترجمه شده به فارسی نمی باشد. وبسایت اینترنشنال لایبرری ارائه دهنده کتاب های زبان اصلی می باشد و هیچ گونه کتاب ترجمه شده یا نوشته شده به فارسی را ارائه نمی دهد.
بیاموزید که با هوش مصنوعی بازی Unreal Engine کاراکترهای غیربازیکن هوشمند و پاسخگو برای بازی های خود بسازید.
یادگیری نحوه استفاده از هوش مصنوعی ( AI ) بسیار مهم است و می تواند سرگرم کننده باشد به سطح بعدی بروید، چه در حال توسعه یک بازی سنتی، آموزشی یا هر نوع دیگری باشید. اگر میخواهید از هوش مصنوعی برای افزایش عمر بازیهای خود و جذابتر کردن آنها استفاده کنید، این کتاب برای شما مناسب است.
این کتاب با تقسیم هوش مصنوعی به مفاهیم ساده شروع میشود تا درک اساسی از آن به دست آید. با استفاده از نمونههای مختلف، پیادهسازیهای واقعی طراحی شده برای برجسته کردن مفاهیم و ویژگیهای کلیدی مرتبط با هوش مصنوعی بازی در UE4 را انجام خواهید داد. شما یاد خواهید گرفت که از طریق چارچوب هوش مصنوعی داخلی کار کنید تا برای هر سبک بازی (از جمله RPG، استراتژیک، پلتفرم، FPS، شبیه سازی، آرکید، و آموزشی) کاراکترهای باورپذیر بسازید. شما یاد خواهید گرفت که سیستم های ناوبری، پرس و جوی محیطی و ادراک را برای عوامل هوش مصنوعی خود پیکربندی کنید و آنها را با درختان رفتار ترکیب کنید، که همگی همراه با مثال های عملی هستند. شما همچنین بررسی خواهید کرد که چگونه موتور با جمعیت های پویا برخورد می کند. در فصل های پایانی، شما یاد خواهید گرفت که چگونه سیستم های هوش مصنوعی خود را برای اصلاح منطق هوش مصنوعی و افزایش عملکرد، نمایه، تجسم و اشکال زدایی کنید.
در پایان کتاب، دانش هوش مصنوعی شما از سیستم هوش مصنوعی داخلی در Unreal عمیق و جامع خواهد بود و به شما امکان میدهد تا عوامل هوش مصنوعی قدرتمندی را در پروژههای خود بسازید.
هوش مصنوعی دستی با Unreal Engine برای شما مناسب است اگر یک توسعه دهنده بازی با تجربه اندکی در Unreal Engine هستید و اکنون می خواهید هوش مصنوعی بازی باورپذیر را در Unreal Engine درک و پیاده سازی کنید. این کتاب هم در Blueprint و هم C++ خواهد بود و به افراد با هر زمینهای اجازه میدهد از کتاب لذت ببرند. چه بخواهید اولین بازی خود را بسازید یا دانش خود را به عنوان یک برنامه نویس هوش مصنوعی بازی گسترش دهید، اطلاعات و نمونه های مهیج زیادی از هوش مصنوعی بازی از نظر مفاهیم و پیاده سازی پیدا خواهید کرد، از جمله نحوه گسترش برخی از این سیستم ها. .
Learn to build intelligent and responsive Non-Player Characters for your games with Unreal Engine Game AI.
Learning how to apply artificial intelligence ( AI ) is crucial and can take the fun factor to the next level, whether you're developing a traditional, educational, or any other kind of game. If you want to use AI to extend the life of your games and make them challenging and more interesting, this book is for you.
The book starts by breaking down AI into simple concepts to get a fundamental understanding of it. Using a variety of examples, you will work through actual implementations designed to highlight key concepts and features related to game AI in UE4. You will learn to work through the built-in AI framework in order to build believable characters for every game genre (including RPG, Strategic, Platform, FPS, Simulation, Arcade, and Educational). You will learn to configure the Navigation, Environmental Querying, and Perception systems for your AI agents and couple these with Behavior Trees, all accompanied with practical examples. You will also explore how the engine handles dynamic crowds. In the concluding chapters, you will learn how to profile, visualize, and debug your AI systems to correct the AI logic and increase performance.
By the end of the book, your AI knowledge of the built-in AI system in Unreal will be deep and comprehensive, allowing you to build powerful AI agents within your projects.
Hands-On Artificial Intelligence with Unreal Engine is for you if you are a game developer with a bit experience in Unreal Engine, and now want to understand and implement believable game AI within Unreal Engine. The book will be both in Blueprint and C++, allowing people from every background to enjoy the book. Whether you're looking to build your first game or expand your knowledge to the edge as a Game AI Programmer, you will find plenty of exciting information and examples of game AI in terms of concepts and implementation, including how to extend some of these systems.
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 Unreal Engine AI Framework A 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 Blackboards and their integration with Behavior Trees Creating 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 Modifying the Navigation Mesh Nav 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 Understanding the Environment Querying System The 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 Creating components for the Environment Querying System Creating Contexts Creating the Player Context in Blueprint Creating the Player Context in C++ Creating Generators Creating Tests Summary Chapter 5: Agent Awareness Perception of AI in video games Sound Footsteps Knocking over objects Position Zone of proximity Interacting with other enemies It isn't all about the "enemy" Perceptive AI isn't just humanoid or animalistic Impact of Players Overview of the Sensing System The AIPerceptionComponent AIPerceptionComponent in Blueprint Sense – Sight Sense – Hearing AIPerceptionComponent and Senses in C++ Different Teams The AIStimuliSourceComponent All Pawns are automatically detected AIStimuliSourceComponent in Blueprint AIStimuliSourceComponent in C++ Hands-on with the perception system – Sight AI Controller A Blueprint perception system A C++ perception system Testing it all Summary Chapter 6: Extending Behavior Trees A quick recap on Behavior Trees Creating a Task Creating a Blueprint Task Creating a Task in C++ Creating a Decorator Creating a Decorator in Blueprint Creating a Decorator in C++ Creating a Service Creating a Service in Blueprint Creating a Service in C++ Creating a Composite Node Creating new type of nodes or new types of Trees Summary Chapter 7: Crowds Crowds in games Building believable crowds Animals Crowd movement Crowd dynamics and creating realistic behavior Flow-based Entity-based Agent-based Crowds in Unreal Reciprocal Velocity Obstacles (RVO) RVO in Unreal Advanced RVO settings RVO in Blueprint RVO in C++ RVO observations RVO resources Detour Crowd How the Detour Crowd system works Using the Detour Crowd system Detour Crowd settings Debugging the Detour Crowd Manager More crowd resources Summary Section 2: Designing and Implementing Behavior Trees Chapter 8: Designing Behavior Trees - Part I The Expected Behavior Building the Nodes Nodes that already exist Decorator – check variable Check Variable Blueprint implementation Check Variable C++ implementation Task – Find Random Location Find Random Location Blueprint implementation Find Random Location C++ implementation AI Controller Implementing the AI Controller in Blueprint Implementing the AI Controller in C++ Using the AI Controller Summary Chapter 9: Designing Behavior Trees - Part II Setting up the environment for testing the Behavior Tree Creating the Player Creating the Chasing Agent Preparing the Level Service – Update Chasing Behavior Update Chasing Behavior Blueprint implementation Update Chasing Behavior C++ implementation Summary Chapter 10: Designing Behavior Trees - Part III Building the Behavior Tree Setting up the Blackboard Building the Tree Running the Behavior Tree Running the Behavior Tree using the Blueprint controller Running the Behavior Tree using the C++ controller Bug Correction Improving further (C++ only) Node Name A better description for the Decorator Filtering Blackboard Keys Summary Section 3: Debugging Methods Chapter 11: Debugging Methods for AI - Logging Basic Logging Console Logging and on-screen messages in Blueprint On-screen messages in C++ Console Logging in C++ Creating a Custom Logging Category (C++) Summary Chapter 12: Debugging Methods for AI - Navigation, EQS, and Profiling Debugging behavior trees Profiling and visualizing environmental queries Visualizing environmental queries with the EQS testing pawn Creating the EQS testing pawn Creating a test environmental query Settings of the EQS testing pawn to visualize environmental queries Profiling environmental queries Setting up the test assets for EQS profiling The environmental query profiler Saving and loading EQS stats Testing and visualizing the navigation mesh Visualizing the navigation mesh Navigation test actor Profiling AI Profiling with the console Creating a custom stat group Session frontend Summary Chapter 13: Debugging Methods for AI - The Gameplay Debugger The anatomy of the Gameplay Debugger Gameplay Debugger Extensions Gameplay Debugger categories Category 0 – Navmesh Category 1 – AI Category 2 – Behavior Tree Category 3 – EQS Category 4 – Perception The Nav Grid Category Multiple Categories on-screen More Categories Gameplay Debugger settings Extending the Gameplay Debugger Creating a module with the use of a new plugin Setting up the module to work with the Gameplay Debugger Creating a new Gameplay Debugger Category Registering the Gameplay Debugger Category Visualizing the custom Gameplay Debugger Category Creating an Extension for the Gameplay Debugger The structure of the Extension Creating the Extension class Registering the Extension Summary Chapter 14: Going Beyond Why is psychology an important consideration for AI? Psychology and AI in games Building better AI through psychology Machine learning Uses of AI and machine learning in games Uses for AI in games Uses for machine learning in games Adaptive behavior What we haven't covered in this book Motion and navigation (low level) Racing games Agent awareness Environment Query System Decision-making and planning Discrete games/board games Learning techniques Procedural Content Generation (PCG) Search and optimization Multi-Agent Systems AI and psychology Going beyond classical AI Much, much, much more! Some useful resources AI and philosophy Goodbye Other Books You May Enjoy Index