Kursusnavn (dansk): | AI i spilprogrammering |
Kursusnavn (engelsk): | AI in Game Programming |
Semester: | Efterår 2005 |
Udbydes under: | cand.it., medieteknologi og spil (mtg) |
Omfang i ECTS: | 7,50 |
Kursussprog: | Engelsk |
Kursushjemmeside: | http://www.itu.dk/courses/MAIS/E2005/index.html |
Min. antal deltagere: | 0 |
Forventet antal deltagere: | 30 |
Maks. antal deltagere: | 100 |
Formelle forudsætninger: | You must have passed both The Game Programming course or equivalent and a Basic Programming course or equivalent. Essentially, this implies that prior to the AI in Game Programming course, you should
_ be able to write programs in C++
_ be able to program in script languages and scripting engines for games
_ know how basic AI is used in games
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Læringsmål: | The objective of the course is to introduce the students to a wide variety of artificial intelligence concepts, methods, and algorithms related to and applicable in game programming and development.
After the course the student is skilled in one or more of the following topics:
_ providing a general overview of the major fields within artificial intelligence
_ applying machine intelligence in games
_ recognizing in which situations Bayes rule is applicable and how it should be applied
_ working with basic rule-based systems
_ finding a path
_ performing deterministic [game logic] and probabilistic [decision theory] predections
_ building a finite state machine
_ describing and apply the related methods and algorithms
_ developing its own intelligent game
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Fagligt indhold: | Besides the appropriate motivation to the theory and practice of artificial intelligence for game programming, the course covers subjects which range from deterministic via rule-based to fully stochastic methods and their application. More specifically, topics included are neural networks, game logic, finite state machine, chasing and evading, expert systems, flocking, statistical decision theory, path finding, and pattern matching, potential function based movement.
During the exercises, the aim is to implement [i.e. apply] one or more of the topics introduced in an actual game. This will be done based on programming languages and methods that support these theories.
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Læringsaktiviteter: | 12 forelæsninger og 12 øvelsesgange A couple of guest lectures are given by people working for the game company Io Interactive [see www.ioi.dk]. They work professionally with AI in game programming and their lectures will provide more insight in the actual applicability of these methods within game programming, making several of the concepts discussed during the course more tangible for the student.
NB! In the introductory week, meaning from 29 August to 2 September 2005, exercises from 13:00 to 16:00 are cancelled. This means, that there will be only lectures from 9:00 to 12:00
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Eksamensform og -beskrivelse: | X. experimental examination form (7-scale; external exam), 13-skala, Ekstern censur -
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Litteratur udover forskningsartikler: | Artificial Intelligence: A Modern Approach (2nd Edition) by Stuart J. Russell and Peter Norvig
AI for Game Developers by David M. Bourg and Glenn Seemann
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