COEN 129 Artificial Intelligence for Gaming
Course objectives: Students will learn how to design, program, and analyze artificial intelligence methods appropriate to a game’s design and have fun doing so.
Prerequisite: Programming capability in a language / platform that allows simple graphic animations (see below). Python tkinter is the recommended choice for its reasonable quality with limited programming effort, but serious gamers might want to use a graphics package such as Open GL. The instructor will provide a basic GUI animation.
Expected learning outcomes:
• Understanding of the issues and role of AI in the design of games
• Capability of programming autonomous movement of avatars
• Capability of designing and using path planning
• Capability of designing and implementing decision making and coordinating action based on finite states, fuzzy sets, Markov sets, or rules.
• Capability of understanding tactical and strategic AI.
Class assignment: Homework assignments using programming in Python, Lua/C, Visual C++, Visual C# forms, Silverlight.net, Java or any programming platform that allows for simple animation (of the bouncing ball type) according to the student’s choice. Coding base will be provided in Python only.
Text Book: Artificial Intelligence for Games, Second Edition by Ian Millington and John Funge, Morgan-Kaufman (required)
Grade calculation: 20% group quizes, 10% individual quizes,
20% project, 20% midterms, 30% final examination
|1||Introduction, Nature of Game AI, Game AI Design, Analytical Geometry 1|
|2||Simple State Machines, Computational Geometry, Kinetic and Dynamic Movement, Analytical Geometry 2|
|3||Steering and combining steering|
|4||Interaction with Physics engine, Jumping, Coordinated movement, Motor Control|
|5||Path finding methods|
|6||Decision Making: Decision trees, State Machines, Fuzzy Logic|
|7||Decision Making: , Markov Systems, Goal-oriented behavior, Rule-based systems, blackboard architectures|
|8||Decision Making, Tactics|
|9||Learning, Execution Management|
|10||Presentation and Evaluation of homework assignments|
|11||Final Examinations Week|
|©2016 Thomas Schwarz, S.J., COEN, SCU||SCU||COEN||AI for Games||T. Schwarz||These documents are not intended for dissemination beyond SCU. CAVEAT LECTOR|