Summary

In this chapter, you learned about randomness and probability and how they are quantified. We used the tools within Unreal Engine to apply these theories. We understood this using a pseudo number generator, and we technically calculated randomness on a limited spectrum defined by the seed. We can use these non-uniform numbers to create probability functions, which tell the AI either to attack or flee. You also learned to create a FSM during the setup to create the states of the AI.

In the next chapter, we will explore the different techniques to introduce movement to our game's pawn. We will cover Path Finding, Navigation Mesh, EQS, and other related components that directly affect movement.

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