Module Descriptors
GAME ARTIFICIAL INTELLIGENCE
COSE70294
Key Facts
Faculty of Computing, Engineering and Sciences
Level 7
15 credits
Contact
Leader: Stephen Foster
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 102
Total Learning Hours: 150
Assessment
  • ASSIGNMENT - PRACTICAL weighted at 50%
  • EXAMINATION - UNSEEN IN EXAMINATION CONDITIONS weighted at 50%
Module Details
Module Indicative Content
AI pertaining to Game Design: navigation and motion, game theory, neural networks, genetic algorithms, finite state machines, intelligent agents/Non Player Characters (flocking, crowd scenes, path finding, collision detection, trust, expressivity/personality design, adaptivity, etc.)
Module Additional Assessment Details
1. A practical assignment (50%) (Learning outcomes 1 and 2)
2. An examination (50%) (Learning outcomes 3 and 4)
Module Texts
Rabin (ed.) AI Game Programming Wisdom, Charles River Media (2002), ISBN: 1584500778
Russell & Norvig. AI: A Modern Approach. 2nd. Ed. Prentice Hall. 2002, ISBN: 0130803022
Wooldridge. Introduction to Multiagent Systems. John Wiley. 2002, ISBN: B0000EZNZS
Module Special Admissions Requirements
Prior study of CE00207-M Artificial Intelligent Systems.
Module Resources
A personal computer, a programming environment, a 3D modelling application, a game AI engine.
Module Learning Strategies
The module shall be delivered through lectures and tutorial sessions. Lectures shall provide the theoretical foundation of the area under study whilst tutorials will be used to develop practical skills relating to lectures. The assignment will allow students to develop a deeper awareness of the issues surrounding development of practical AI game implementations and mark the commencement of a student's portfolio of work. Students will be expected to pursue their own interests within Game AI by reading relevant literature and staying aware of current issues through the use of journals and web-sites, etc.
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