Module Descriptors
CHARACTER AI
COSE60399
Key Facts
Faculty of Computing, Engineering and Sciences
Level 6
15 credits
Contact
Leader: Robert Hobbs
Hours of Study
Scheduled Learning and Teaching Activities: 36
Independent Study Hours: 114
Total Learning Hours: 150
Assessment
  • COURSEWORK weighted at 100%
Module Details
Module Additional Assessment Details
100% coursework covering all learning outcomes.
The coursework will be in the form of a 3000 word report documenting the research undertaken, the designs and features of the characters identified and evaluation of the mapping of identified AI techniques to the defined characteristics.
Module Learning Strategies
The module presents contextual and explanatory material, together with recommended reading and research in lectures. The content of the lectures introduces and explores a range of issues that are presented in an extensive case study and discussed in tutorials. Lecture and tutorial based learning is complemented by assessed coursework.
There will normally be 2 lectures and 1 tutorial per week
(1:n)2 (1:20)1
Module Texts
1. Programming Believable Characters for Computer Games (Charles River Media Game Development) (Charles River Media Game Development),
by Penny Baillie-De Byl , Charles River Media; Pap/Cdr edition (20 May 2004) ISBN-13: 978-1584503231

2. Character Development and Storytelling for Games (Game Development Series) by Lee Sheldon, Course Technology PTR; 1 edition (June 15, 2004) ISBN-13: 978-1592003532
Module Resources
Game Engine development environment such as unreal tournament, XNA or other proprietary development environment.
Module Special Admissions Requirements
A recognised Computer Games Programming or Design course AND studying at least one AI related module at Level I or higher.
Module Indicative Content
The students will learn about the nature and roles associated with different game and VR genres. The range of AI techniques used to support emergent behaviour and cognition in characters will be explored and their application to typical aspects of character requirements for the identified range of genres will be studied. Aspects of human emotion, expression and empathy will be studied from the perspective of how these qualities are measured and used to generate sophisticated responses within the identified scenarios to create user engagement with the systems defined.

Students will research, select and apply these features and either physically implement them in a written application or define the underlying mechanisms and behaviours in a production document which programmers could use to implement the elements defined