BCA605 - ARTIFICIAL INTELLIGENCE FOR COMPUTER GAMES
Course Name | Code | Semester | Theory (hours/week) |
Application (hours/week) |
Credit | ECTS |
---|---|---|---|---|---|---|
ARTIFICIAL INTELLIGENCE FOR COMPUTER GAMES | BCA605 | Any Semester/Year | 3 | 0 | 3 | 7.5 |
Prequisites | none | |||||
Course language | Turkish | |||||
Course type | Elective | |||||
Mode of Delivery | Face-to-Face | |||||
Learning and teaching strategies | Lecture Discussion Observation Demonstration Drill and Practice Project Design/Management | |||||
Instructor (s) | ||||||
Course objective | The objective of this course is to introduce students with the concepts of artificial intelligence, and give them hands on experience with integrating specific algorithms in artificial intelligence with game programming. The topics in this lecture include: introduction to random numbers, game trees, movement algorithms, path finding, decision making, modeling uncertainty, tactical and strategic AI, and learning. | |||||
Learning outcomes |
| |||||
Course Content | In this course, students learn the theoretical aspects of the commonly used artificial intelligence algorithms in computer games and practically implement these algorithms in their own computer games. | |||||
References | Artificial Intelligence for Games, Ian Millington and John Funge. Morgan Kaufmann, 2. Edition. ISBN 0123747317 |
Course outline weekly
Weeks | Topics |
---|---|
Week 1 | Introduction |
Week 2 | Game AI |
Week 3 | Movement |
Week 4 | Project Meeting |
Week 5 | Path finding |
Week 6 | Path finding |
Week 7 | Decision making |
Week 8 | Decision making |
Week 9 | Midterm Exam |
Week 10 | Tactical and strategic AI |
Week 11 | Tactical and strategic AI |
Week 12 | Project meeting |
Week 13 | Learning |
Week 14 | Learning |
Week 15 | |
Week 16 | Final Exam |
Assesment methods
Course activities | Number | Percentage |
---|---|---|
Attendance | 14 | 10 |
Laboratory | 0 | 0 |
Application | 0 | 0 |
Field activities | 0 | 0 |
Specific practical training | 0 | 0 |
Assignments | 0 | 0 |
Presentation | 0 | 0 |
Project | 1 | 30 |
Seminar | 0 | 0 |
Midterms | 1 | 20 |
Final exam | 1 | 40 |
Total | 100 | |
Percentage of semester activities contributing grade succes | 0 | 60 |
Percentage of final exam contributing grade succes | 0 | 40 |
Total | 100 |
WORKLOAD AND ECTS CALCULATION
Activities | Number | Duration (hour) | Total Work Load |
---|---|---|---|
Course Duration (x14) | 14 | 3 | 42 |
Laboratory | 0 | 0 | 0 |
Application | 0 | 0 | 0 |
Specific practical training | 0 | 0 | 0 |
Field activities | 0 | 0 | 0 |
Study Hours Out of Class (Preliminary work, reinforcement, ect) | 14 | 4 | 56 |
Presentation / Seminar Preparation | 0 | 0 | 0 |
Project | 1 | 34 | 34 |
Homework assignment | 0 | 0 | 0 |
Midterms (Study duration) | 1 | 20 | 20 |
Final Exam (Study duration) | 1 | 35 | 35 |
Total Workload | 31 | 96 | 187 |
Matrix Of The Course Learning Outcomes Versus Program Outcomes
D.9. Key Learning Outcomes | Contrubition level* | ||||
---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | |
1. Applies contemporary methods, abilities, and tools essential for computer animation and game technologies. | X | ||||
2. Grasps the interdisciplinary interactions inherent to the field. | X | ||||
3. Examines the local or global influence of individuals, organizations, and communities on computer animation and game technologies. | X | ||||
4. Demonstrates comprehension and accountability in matters pertaining to professionalism, ethics, legality, security, and social issues. | X | ||||
5. Has the ability to effectively participate in a team created to achieve a common goal. | X | ||||
6. Possesses the ability to effectively participate in a team created to achieve a common goal. | X | ||||
7. Analyzes and defines a problem within their field and identifies appropriate solution processes required for suitable solutions. | X | ||||
8. Demonstrates the ability to apply the computer and mathematical knowledge required by the discipline. | X | ||||
9. Understands and is familiar with the principles and applications of algorithms and techniques in computer graphics and computer animation. | X | ||||
10. Utilizes technologies that capture and manipulate design elements to achieve the final production. | X | ||||
11. Apply principles of biomechanics and physics to animation | X | ||||
12. Uses procedural or interactive mechanisms to create animations. | X | ||||
13. Implements appropriate AI techniques in game development. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest