Module Indicative Content
Data structures
Graph theory
Search algorithms
Navigation and planning
Finite state machines
Neural nets and gas
Reality and illusion of artificial intelligence
Invisibility of media
Characterisation with intelligence
Module Learning Strategies
One lecture per week and one practical per week.
(1:n)1 (1:20)1
Module Additional Assessment Details
An examination (50%) length 2 hours addressing learning outcomes 2 and 3.
An assignment (50%) addressing learning outcomes 1 and 2.
Module Resources
A lecture theatre equipped with a computer with a PDF file reader and a projector.
A laboratory with Java and C programming tools available.
Module Texts
Artificial Intelligence for Games Developers, David Bourg, Glenn Sleeman, 2004, O'Reilly, ISBN: 0596005555
Artificial Intelligence, George Luger, Addison Wesley, 2004, ISBN: 0321263189
Module Special Admissions Requirements
Prior study of CE00371-4, Introduction to Software Development and CE00882-4, Object Oriented and Event Driven Programming or equivalent.