Module Texts
Brian Schwab, AI Game Engine Programming, 2nd Edition, Delmar, 2009, ISBN 978-1584505723
Rabin (ed.) AI Game Programming Wisdom, Series, Charles River Media, 2002- present, ISBN: 978-1584505235
David Bourg and Glenn Seemann , AI for Games Developers, O'Reilly, 2004, ISBN 978-0596005559
Daniel Sanchez-Crespo Dalmau , Core Techniques and Algorithms in Games Programming, New Riders 2003 978-0131020092
Module Special Admissions Requirements
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.
(1:n)2 (1:20)2
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)