Module Descriptors
ARTIFICIAL INTELLIGENCE FOR COMPUTER GAMES
COMP50021
Key Facts
Digital, Technology, Innovation and Business
Level 5
30 credits
Contact
Leader: Saeed Shiry Ghidary
Hours of Study
Scheduled Learning and Teaching Activities: 78
Independent Study Hours: 222
Total Learning Hours: 300
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
Sites
  • Stoke Campus
Assessment
  • Coursework - Individual Research Report (1500 words) weighted at 50%
  • Practical - 15 minute demonstration weighted at 50%
Module Details
Learning Outcomes
1. Critically analyse current AI techniques and critically evaluate their appropriateness for computer game inclusion
Knowledge and Understanding

2. Use AI approaches in the development of substantial game prototypes or artefacts
Application

3. Critically appraise the application of AI to computer games based on relevant game design principles
Problem Solving

4. Identify, research and critically discuss current issues related to computer games and AI
Problem Solving
Reflection
Assessment Details
1. Individual research report 50% 1500 words
2. Implementation of an advanced AI prototype artefact 50% 15 minute demonstration

Assignment 1 – Individual research report based on AI techniques and approaches used in computer games. The report will be an investigative work where students will need to carry out research and relate this to a number of current computer game design issues and associated problems (Learning Outcomes 1 and 4).

Assignment 2 – An Artificial Intelligence prototype artefact related to aspects of computer games. As an example this could be to design and implement a solution to characters and real-world physics and environment interaction (Learning Outcomes 2 and 3).
Indicative Content
This module introduces key concepts within the field of AI by exploring the main areas and issues, whilst considering their application specifically to the computer games discipline. Topics will include:

Current AI techniques
Programming languages used in AI
Programming AI solutions for Games
Navigation and motion
Game theory
Neural networks
Genetic algorithms
Finite state machines
Intelligent agents / Non-Player Characters
Techniques for flocking, crowd scenes, and path finding, etc.
Graph theory
Search algorithms
Navigation and planning
Reality and illusion of Artificial Intelligence
Learning Strategies
The module will be delivered via a series of lectures, practical tutorials, and discussion seminars. It is expected in addition that students are involved in research outside of classes, and in presenting and discussing various applications of AI within a computer games context via seminars based on topical issues to inform their peer group of their knowledge and provoke analysis and reflection from others.
Texts
Millington, I. (2019), AI for Games, CRC Press, ISBN-10: 1138483974
Yannakakis, G. N, & Togelius, J. (2018), Artificial Intelligence and Games, Springer, ISBN-10: 3319635182
Russell, S. & Norvig, P. (2016) Artificial Intelligence: A Modern Approach, Pearson; 3 edition, ISBN-13: 978-1292153964
Fieschi. M. (1990), Artificial Intelligence in Medicine: Expert Systems, Springer; Softcover reprint of the original First edition, ISBN-13: 978-0412330001
Tegmark, M. (2018), Life 3.0: Being Human in the Age of Artificial Intelligence, Vintage, ISBN-13: 978-1101970317
Burgess, A. (2017), The Executive Guide to Artificial Intelligence: How to identify and implement applications for AI in your organization, First edition, Springer International Publishing, ISBN-13: 978-3319638195
Adams, B., Breazeal, C., Brooks, R., & Scassellati , B. (2000) ‘Humanoid Robots: A New Kind of Tool’ - IEEE Intelligent Systems 15 (4):25-31.
Devangini, D. (2018) Hands-On Artificial Intelligence for Search: Building intelligent applications and perform enterprise searches, Packt Publishing, ISBN-10: 1789611156
Resources
Access to the library and electronic journals.
Games development environment.
Web Descriptor
This module introduces key concepts within the field of AI by exploring the main areas and issues, whilst considering their application specifically to the computer games discipline. Topics will include current AI techniques, programming languages used in AI, programming AI solutions for games, navigation and motion, and neural networks.