Units
AI for Games
Unit code: INN383
Contact hours: 4 per week
Credit points: 12
Information about fees and unit costs
The aim of this unit is to provide students with an intermediate to advanced level course in computer game AI, involving algorithmic and utility-based approaches to solving a wide range of problems in the interactive entertainment and game industries. You will gain both practical and theoretical knowledge about a range of AI techniques applied in computer games. You will be able to identify and explain different types of AI agents, describe their algorithms using a pseudo code convention, identify and explain different structures and algorithms used to represent and solve a range of problems in computer game AI.
Availability
| Semester | Available |
|---|---|
| 2013 Semester 1 | Yes |
Sample subject outline - Semester 1 2013
Note: Subject outlines often change before the semester begins. Below is a sample outline.
Rationale
Artificial Intelligence (AI) aims at making computer models that simulate human or natural systems. In the context of computer game AI, the aim is to give Non-Player Characters (NPC) natural or humanistic behavioral affects that complement game narratives. Computer game AI is a special area of study that deals with computational approaches towards creating entertaining affects in NPC. Students will develop in this unit an understanding of problems, solutions and algorithms that generally defines the current state of computer game AI.
Aims
The aim of this unit is to provide students with an intermediate to advanced level course in computer game AI, involving computational approaches to solving a wide range of problems in the interactive entertainment and game industries.
Objectives
On completion of this unit, you should be able to:
- Identify the features of different computer games that constitute game AI.
- Communicate about a set of algorithms in game AI using a formal pseudo code language.
- Identify well-structured solutions for a wide range of AI problems in computer games.
- Manipulate the behaviours of NPC in a 3D scripting environment.
- Devise new and effective solutions by combining different AI algorithms.
Content
This unit will cover: types of game play, game theory, scripted and automated NPC behaviours, graph searching and path-finding, simulated reality (flocking, flight, hunting), finite state automata, decision trees, logic and various optimization techniques.
Approaches to Teaching and Learning
This unit will apply a problem-based approach to learning. Contact hours each week will consist of:
1.A two-hour lecture that will explore different AI problems in computer games and will show solutions through illustrated and worked examples.
2.A one-hour workshop where students will work through exercises that will explore algorithmic approaches to solving different problems.
Assessment
All assessment contributes to your grade.You can obtain feedback on your progress throughout the unit through the following mechanisms:
· Teaching staff will provide feedback during the workshop/lab sessions.
· Solutions to workshop exercises will be released on the Blackboard site.
· Before the final examinations, sample questions will be made available to help you prepare and to provide you with feedback on you progress.
· Teaching staff and the unit coordinator will be available during their consultation times or via email to provide individual assistance and feedback on your progress.
Assessment name:
Project (applied)
Description:
This assignment explores the application of reactive agents based on finite state machines to NPC in interactive environments such as games and the applications of two different kinds of path-finding solutions.
Relates to objectives:
1 and 2
Weight:
20%
Internal or external:
Internal
Group or individual:
Individual
Due date:
TBA
Assessment name:
Project (applied)
Description:
This assignment explores that application of knowledge-based agents that can solve planning problems in interactive environments such as games using a Hierarchical Task Network planner with an optimal search.
Relates to objectives:
2 to 5
Weight:
30%
Internal or external:
Internal
Group or individual:
Individual
Due date:
TBA
Assessment name:
Examination (Theory)
Description:
Final exam details to be provided
Relates to objectives:
1 to 5
Weight:
50%
Internal or external:
Internal
Group or individual:
Individual
Due date:
Exam period
Academic Honesty
QUT is committed to maintaining high academic standards to protect the value of its qualifications. To assist you in assuring the academic integrity of your assessment you are encouraged to make use of the support materials and services available to help you consider and check your assessment items. Important information about the university's approach to academic integrity of assessment is on your unit Blackboard site.
A breach of academic integrity is regarded as Student Misconduct and can lead to the imposition of penalties.
Resource materials
No additional costs are associated with the requirements for this unit.
The Blackboard site will provide:
- Lecture notes
- shop documents and resources.
- ssment details, specifications and marking criteria.
- porting documentation and references.
There is no prescribed textbook for this unit, but the following books are recommended for general reading and reference:
Russell, Stuart J.; Norvig, Peter (2003), Artificial Intelligence: A Modern Approach (2nd ed.), Upper Saddle River, NJ: Prentice Hall
Rabin, S. 2002 AI Game Programming Wisdom. Charles River Media, Inc.
Rabin, S. 2004 AI Game Programming Wisdom 2 (Game Development Series). Charles River Media, Inc.
Rabin, S. 2006 AI Game Programming Wisdom 3 (Game Development Series). Charles River Media, Inc.
Rabin, S. 2008 AI Game Programming Wisdom 4 (Game Development Series). Charles River Media, Inc.
Risk assessment statement
There are no foreseeable health or safety risks associated with this unit.
Disclaimer - Offer of some units is subject to viability, and information in these Unit Outlines is subject to change prior to commencement of semester.
Last modified: 24-Oct-2012