Module Descriptors
GAME ARTIFICIAL INTELLIGENCE
GDEV50025
Key Facts
Digital, Technology, Innovation and Business
Level 5
20 credits
Contact
Leader: Davin Ward
Hours of Study
Scheduled Learning and Teaching Activities: 48
Independent Study Hours: 152
Total Learning Hours: 200
Pattern of Delivery
  • Occurrence A, Stoke Campus, UG Semester 1 to UG Semester 2
  • Occurrence B, Digital Institute London, UG Semester 1 to UG Semester 2
  • Occurrence C, Stoke Campus, UG Semester 1
Sites
  • Digital Institute London
  • Stoke Campus
Assessment
  • A practical implementation of an AI agent weighted at 70%
  • Reflective forum weighted at 30%
Module Details
Indicative Content
Overview of game AI techniques.
Steering Behaviours
Graph Theory
Data Structures
Finite State Machines
Fuzzy logic
Location-based information
Messaging systems
Scripting game theory
Genetic Algorithms
Neural Networks
Debugging.
Additional Assessment Details
Assessment Component 1 – (Learning outcomes 1 and 2)
An AI agent weighted at 70% and consisting of:

Practical implementation of an AI agent, designed and implemented in the required engine that can navigate the world, make simple decisions whilst avoiding obstacles.

Assessment Component 2 – (Learning outcomes 1 and 3)
Reflective Forum weighted at 30% and consisting of:

A weekly forum post that details the topic discussed in that week and where such an approach could be applied. As work starts on the practical assignment, additional forum posts will demonstrate a deeper understanding for the area of game AI and prove as a reflective record of the challenges faced and overcome.
Learning Strategies
2 x 1 hour lectures per week
2 x 2 hour tutorials per week
Learning Outcomes
1. Demonstrate your knowledge and critical understanding of the well-established concepts, principles, and your own development as an AI programmer.
2. Apply the game AI concepts introduced in a context outside of which they were first studied.
3. Understand when and where different AI solutions should be applied.
Resources
Appropriate IDE (Visual Studio, Rider, etc)
Games Engines (Unity, Unreal Engine etc.)
Windows PC
Office 365
Version Control (GitHub, Plastic SCM or equivalent)
Digital Academy Forum
Digital Academy Upload
Texts
Artificial Intelligence in Games, Roberts, P. (2022) CRC Press, ISBN: 1032033223
Programming Game AI by Example, Buckland, M. (2004), Wordware Publishing, ISBN: 1556220782
AI for Games, 3rd edition. Millington, I. & and Funge, J.D. (2020). Morgan Kaufmann,ISBN: 0367670569
AI for Game Developers, Seeman, G. (2004), O'Reilly Media, ISBN: 0596005555
AI Game Engine Programming, Schaub, B. (2009), 2nd Ed, Delmar, ISBN: 1584505729
Web Descriptor
What are fundamental Artificial Intelligence skills a student needs to build their own games and enter the games industry? Game Artificial Intelligence addresses this question and provides the knowledge and practical skills in four key areas: Research, Steering behaviours, Pathfinding (i.e. A*) and Decision Making. The module assessment challenges you to understand the importance of not just implementing AI algorithms, but also to engage in problem solving and research into the state-of-the-art AI methods employed in industry.