Module Descriptors
APPLICATIONS OF ARTIFICIAL INTELLIGENCE IN GAMES
COSE60588
Key Facts
Digital, Technology, Innovation and Business
Level 6
30 credits
Contact
Leader: David White
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 252
Total Learning Hours: 300
Assessment
  • ASSIGNMENT weighted at 70%
  • EXAMINATION - UNSEEN IN EXAMINATION CONDITIONS weighted at 30%
Module Details
Module Indicative Content
Navigation and pathfinding, planning and decision-making
Advanced AI concepts (pattern recognition, neural networks, genetic algorithms, fuzzy logic) and their application in games
Strategic and tactical thinking for games (Clausewitz, Machiavelli, Sun Tzu)
Tech Trees, swarming and group AI, control and communication
Cognition and emergent behaviour in non-player characters.
Collaborative AI and distributed intelligence
Module Additional Assessment Details
ASSIGNMENT Weighting 70% comprising a research-based theoretical report (2000 words) with a practical implementation. (Learning outcomes 2 and 3)
EXAMINATION Weighting 30%; Duration 2 hours. (Learning outcome 1) Final assessment.
Module Texts
Artificial Intelligence for Games Developers: Creating Intelligent Behaviour in Games, David Bourg, Glenn Sleeman, 2004, O'Reilly, 978-0596005559
Artificial Intelligence: Structures and Strategies for Complex Problem Solving, George Luger, 2008, Pearson, ISBN-13: 978-0132090018
Game Theory: A Nontechnical Introduction, Dover Publications, 1997, ISBN-13: 978-0486296722
Programming Believable Characters for Computer Games, Penny Baillie-De Byl, Charles River Media, 2004, ISBN-13: 978-1584503231
Module Resources
Programming tools: Visual Studio for C++, C#.
Java programming tools.
Module Special Admissions Requirements
Prior study of CESCOM10101-5, Artificial Intelligence for Games or equivalent.
Module Learning Strategies
26 hours of Lectures 26 hours of Tutorial/Seminar.
Web Descriptor
Applications of AI in Games explores the critical skills in academic AI and challenges the student to apply these to game related problems. You will learn the fundamentals of Chess AI, explore how Artificial Life can be used to simulate living worlds and solve real-world problems in ecology and economics, train a genetic algorithm to beat a human at playing a game, and then build on this to build a neural network to play a game to perfection. The module covers the fundamentals of machine learning and game theory.