Module Indicative Content
Students will learn the practical techniques necessary to script the behaviours for NPCs and other game entities within a familiar engine environment. Topics include:
State and goal-based behaviour
Inter-agent communication
Individual and group steering behaviour
Team AI
Graph theory
Pathing and optimisation
Conversational AI
Finite State Machines
Perceptual modelling
Fuzzy logic
Decision making
Module Additional Assessment Details
Practical piece of work with associated documentation demonstrating Learning Outcomes 1-2.
Module Learning Strategies
2 hours per week lectures / labs
(1:20)2 The lectures / labs will consist of 10-15 minutes of teaching and demonstration by the lecturer followed by 10-15 minutes of reflective work by the students. This is repeated over the 2 hour slot.
Module Texts
Artificial Intelligence for Games ¿ Ian Millington
Morgan Kaufmann (2009)
ISBN-13: 978-0123747310
Programming Game AI by Example - Mat Buckland
Wordware Publishing (2004)
ISBN-13: 978-1556220784
AI Game Programming Wisdom 4 ¿ Steve Rabin
Charles River Media (2008)
ISBN-13: 978-1584505235
Introduction to Game AI - Neil Kirby
Delmar (2010)
ISBN-13: 978-1598639988
Module Resources
XNA Games Studio
Tiled Qt
Notepad++
Pygame
Python Game Utilities
IronPython v2.6.2
Visual Studio Professional 2010
Module Special Admissions Requirements
(CE00741-5) Multiplayer Games Prototyping 2A and (CE00736-5) Multiplayer Games Prototyping 2B or (CE01138-5) Advanced Games Engines and Physics 2B or equivalent.