- Hands-On Artificial Intelligence with Unreal Engine
- Francesco Sapio
- 209字
- 2021-06-24 15:23:27
Summary
In this chapter, we have covered what a Behavior Tree is and some of the things that they consist of, including Tasks, Decorators, and Services. Next, we learned about Blackboards and how to integrate them with Behavior Trees. Then, we created a Behavior Tree and learned how to make it start from an AI Controller (both in Blueprint and C++). By doing this, we have developed a solid foundation that has provided us with key knowledge so that we can tackle the other parts of this book.
As a result, we will meet more Behavior Trees throughout this book, and you will have a chance to master them. But before that, there are certain topics we need to learn about first. Once we have a solid foundation of navigation and perception (including EQS), we can iterate over Behavior Trees to understand the role of Composite nodes, along with Decorator and Tasks. Moreover, we will be able to create our own. Chapters 8, 9, and 10 will guide you through the process of creating a Behavior Tree from scratch, from the designing phase to realization.
But until then, let's move on to the next chapter, in which we are going to discuss Navigation and Pathfinding!
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