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
Prequisitesnone
Course languageTurkish
Course typeElective 
Mode of DeliveryFace-to-Face 
Learning and teaching strategiesLecture
Discussion
Observation
Demonstration
Drill and Practice
Project Design/Management
 
Instructor (s) 
Course objectiveThe 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
  1. The students who succeeded in this course students;
  2. ? use game trees in computer games
  3. ? use movement algorithms in computer games
  4. ? use path finding algorithms in computer games
  5. ? use tactical and strategic AI in computer games
  6. ? use learning and decision making algorithms in computer games
Course ContentIn 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. 
ReferencesArtificial Intelligence for Games, Ian Millington and John Funge. Morgan Kaufmann, 2. Edition. ISBN 0123747317 

Course outline weekly

WeeksTopics
Week 1Introduction
Week 2Game AI
Week 3Movement
Week 4Project Meeting
Week 5Path finding
Week 6Path finding
Week 7Decision making
Week 8Decision making
Week 9Midterm Exam
Week 10Tactical and strategic AI
Week 11Tactical and strategic AI
Week 12Project meeting
Week 13Learning
Week 14Learning
Week 15
Week 16Final Exam

Assesment methods

Course activitiesNumberPercentage
Attendance1410
Laboratory00
Application00
Field activities00
Specific practical training00
Assignments00
Presentation00
Project130
Seminar00
Midterms120
Final exam140
Total100
Percentage of semester activities contributing grade succes060
Percentage of final exam contributing grade succes040
Total100

WORKLOAD AND ECTS CALCULATION

Activities Number Duration (hour) Total Work Load
Course Duration (x14) 14 3 42
Laboratory 0 0 0
Application000
Specific practical training000
Field activities000
Study Hours Out of Class (Preliminary work, reinforcement, ect)14456
Presentation / Seminar Preparation000
Project13434
Homework assignment000
Midterms (Study duration)12020
Final Exam (Study duration) 13535
Total Workload3196187

Matrix Of The Course Learning Outcomes Versus Program Outcomes

D.9. Key Learning OutcomesContrubition level*
12345
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