ABSTRACT

AI in video games often refers to how a non-player character makes decisions. This chapter helps the readers to learn how to create an AI creature capable of controlling a Pawn and make and employ behavior trees and blackboards. A controller is a non-physical actor who has control over a Pawn. For the player, this entails pushing a button and instructing the Pawn to do something. The controller accepts input from the player and then sends it to the Pawn. Instead, the controller might process the inputs and then instruct the Pawn to perform actions. Behavior trees, like Blueprints, are made up of nodes. A Sequence composite would be used to conduct each action in a sequence. A flowchart shows the sequence executed by the user once they encounter an enemy. A chalkboard is a piece of equipment whose main purpose is to hold variables.