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[UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI

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  • [UPDATED 5/16] A.I. Templates - Bot, Car, & +Flying AI



    Hey Guys Whats Up,

    This is Peter L. Newton, and today will be making A.I.!

    The plan is that I will go through detail about the projects I created. Why I use this, why I do that, and how I structure my information to be straight to the point. At this time I have my projects available for download. Each project will have its own individual thread for discussion. Thanks for your feedback, let me know what you create!

    Here is what I've done so far.



    Video Series: Youtube Link
    PDF Breakdown:MediaFire Link
    Screenshots of Progress: MediaFire Share


    DOWNLOADS(Learning Templates)
    New EQS & Behavior Tree Example:

    http://www.mediafire.com/download/5sbwgi13vibn50q

    Flying A.I. Project (Version 4.6.1): Download!
    General A.I. (Version 4.5.1): Download!
    Attack/Search/Patrol TPP A.I. (Version 4.5.1): Download!
    ->(Version 4.6.1): Download!
    ->(Version 4.7.0): Download!
    Car A.I. (Version 4.5.1): Download!
    Car A.I. (Version 4.9.1): Download!


    Sneak peak of Flying AI:


    Special Thanks:
    Unreal Devs, Bruno, Scott, Meat, Jan, Yoeri, Ryan and other Unreal Devs I left out, Unreal Engine Support Team! + Alexander Paschall (isAwesome), (Awesome A.I. documentation guys mikepurvis), Daniel Broder, MieszkoZ, Albert Espin, and of course Epic!
    Last edited by PeterLNewton; 03-25-2017, 08:52 PM.

  • #2
    8/4/2014

    Work In Progress

    The video explains it all!



    8/2/2014

    Work In Progress

    Whats going on here? I currently have the leader, following Way Point Blueprint Actors within the Level. Then we have 6 other bots who find the leader, and then are instructed to march in formation. The leader has his orders(follow distance, formation type), and other leader specifications. Currently I'm expanding on the bots to create groups, which will allow fleets of different men to work together.




    End Goal?
    Have the bots walk in multiple formations in any direction of the leader. Also expand on Way Point Blueprint by creating a system to automate some changes such as routing. That expansion will include way point activated behaviors. I want the system to be robust enough to allow swift changes, and intuitive behavior.
    Last edited by PeterLNewton; 11-15-2014, 05:58 AM.

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    • #3
      reserved

      post

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      • #4
        This sounds amazing Peter - awesome idea.

        Maybe you should have an item use system? I plan to set up a system for my rats to hunt out food and eat it. If I finish it up in time I'll certainly share it so you can make something a little more generalized from it.
        Storyteller - An immersive VR audiobook player

        Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

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        • #5
          Agree with @n00854180t this sounds amazing!
          Really excited to hear/see more as the project goes on.

          Comment


          • #6
            Originally posted by n00854180t View Post
            This sounds amazing Peter - awesome idea.

            Maybe you should have an item use system? I plan to set up a system for my rats to hunt out food and eat it. If I finish it up in time I'll certainly share it so you can make something a little more generalized from it.
            That's exactly the plan n00854180t! I'm currently working with the A.I. to do squad like behavior. Senior AI Programmer, MieszkoZ, said DetourCrowds aren't implemented by default. Goes without saying Blueprint doesn't have access. There is RVO Avoidance now available, but even then you couldn't influence the steering velocity without C++ as far as I know. So I'm gauging what is possible with pre-existing systems, figure what steps I may need to take.

            Originally posted by Sitrec View Post
            Agree with @n00854180t this sounds amazing!
            Really excited to hear/see more as the project goes on.
            Thanks Sitrec! I will be posting updates as they come!

            Comment


            • #7
              Today's Minitorial

              How to use NavModifiers & NavAreas

              What you need?
              Project Template of your choosing. (FPS, Top Down, Etc)
              Navigation Mesh Built & Ready

              Step#1:
              A. Create NavArea Blueprint Class
              B. Double Click NavArea and go to Defaults, look under Nav Area.


              C. Modify the Cost to 10
              D. Save

              Step#2:
              A. Place NavModifierVolume
              B. Adjust size and shape accordingly.
              C. Look under Default, you'll find Area Class. Click down and find your NavArea you created in Step#1a.



              Step#3:
              The cost applied to the NavArea is now affecting the NavModifier. All done!
              Last edited by PeterLNewton; 11-15-2014, 06:01 AM.

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              • #8
                @Peter, your images aren't showing up there.

                Also, that's pretty rad
                Storyteller - An immersive VR audiobook player

                Dungeon Survival - WIP First person dungeon crawler with a focus on survival and environmental gameplay ala roguelikes

                Comment


                • #9
                  Originally posted by n00854180t View Post
                  @Peter, your images aren't showing up there.

                  Also, that's pretty rad
                  All fixed thanks again n00854180t!

                  Comment


                  • #10
                    Today's Preview

                    Car A.I. Template

                    So currently I'm working on creating Car A.I. within Blueprint (of course). And its going well to say the least. Here are some previews, and I'll have more updates tomorrow.





                    Watching as it kills innocent cones.


                    Following behind it as it follows the routes.
                    Last edited by PeterLNewton; 11-15-2014, 06:02 AM.

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                    • #11
                      First of all, thanks alot for your tutorials and your work! Its been extremely helpful in learning more about Blueprints and AI !
                      I had a question about the AI-bot. I downloaded Project AI from your Dropbox and I only managed to get the Leader State to work. When i set Suggested State to Attack, Follow etc the Bot just stands there. Am I doing something wrong or is it perhaps still in progress and not working yet?

                      Keep up the amazing work!!

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                      • #12
                        Originally posted by Olof View Post
                        First of all, thanks alot for your tutorials and your work! Its been extremely helpful in learning more about Blueprints and AI !
                        I had a question about the AI-bot. I downloaded Project AI from your Dropbox and I only managed to get the Leader State to work. When i set Suggested State to Attack, Follow etc the Bot just stands there. Am I doing something wrong or is it perhaps still in progress and not working yet?

                        Keep up the amazing work!!
                        Thanks for the support Olof! Actually only follower and leader work at this time for the community project. That is what I'm focusing on at this time. If you want my attack A.I., look above and I've included all my A.I. Projects. Download the Attack/Search/Patrol TTP A.I.


                        Update!

                        Everyone now has access to the Projects I create with A.I.! Please be warned, they are works in progress but I will be updating them nightly!
                        Last edited by PeterLNewton; 11-27-2014, 04:31 AM.

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                        • #13
                          This is all very exciting stuff. Once the AI team has a free second, they said they would drop by to see how things are progressing. If you need any help making any wiki tutorials based off of these, please PM me
                          Twitch /unrealalexander| Twitter @UnrealAlexander
                          How to report a bug? | Installation & Setup issues?
                          Call me to a thread by posting this: [MENTION]Alexander Paschall[/MENTION]

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                          • #14
                            Originally posted by Alexander Paschall View Post
                            This is all very exciting stuff. Once the AI team has a free second, they said they would drop by to see how things are progressing. If you need any help making any wiki tutorials based off of these, please PM me
                            Thanks for that Alex, you're awesome! I know they're super busy but that would be so epic! I sure will, I'll keep in touch.

                            Comment


                            • #15
                              Cool stuff, Peter! If you happen to run into issues please let us know. Our AI code is robust in Epic's internal use cases, but there are so many things we're simply not doing internally. There's simply not enough man-power to cover it all. AI is such a broad topic!

                              Keep up the good work!
                              Senior AI Programmer @ Epic Games by day, AI programmer at night!
                              My slow-blog on random AI thing (including UE4 AI).
                              My no longer active UE4 AI blog.

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