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> MA C137
MA C137 Artificial
Intelligence in Game Design
CATALOG COURSE DESCRIPTION
This course explores the concepts and techniques of the use of
artificial intelligence in electronic game design and production. Topics
include: the use of neural nets and genetic algorithms; giving the
appearance of intelligence by using “smart” search, pursuit and
avoidance algorithms as well as by “cheating” or providing the opponent
characters with more information than they could realistically be aware
of; Turing Tests; and the techniques of modeling a variety of behavioral
styles and levels of aggression.
COURSE OBJECTIVES
Upon completing this course, the student will be able to:
- Appraise the algorithms most commonly used in the industry for
the simulation of
“smart” search, pursuit and avoidance.
- Relate the history and future projections of artificial
intelligence in game programming
and design.
- Construct a reasonably intelligent opponent, in C++, using a
variety of techniques.
- Compare the use of neural nets, genetic algorithms, rule-based,
intelligent heuristics,
and “cheating” techniques in the development of smart opponents.
- Appraise the techniques and algorithms most commonly used in the
industry for the
simulation of aggression, behavioral styles, and unpredictability.
- Construct a simple, but intelligent opponent in C++ that can
learn from its mistakes,
using a variety of techniques.
- Evaluate the use of artificial intelligence in existing games.
DETAILED TOPICAL OUTLINE
- Introduction
- History of Artificial Intelligence in Game Programming and
Design
- Current Trends and Future Projections
- The Simulation of Behavioral Styles
- Algorithms for Aggression and Unpredictability
- Algorithms for Search, Pursuit and Avoidance
- Machine Learning
- Artificial Intelligence in the Design of Smart Opponents
- Rule-based Approaches, Intelligent Heuristics, and Expert
Systems
- Genetic Algorithms
- Neural Nets
- Turing Tests
- Application
- Using C++ and Available Objects to Simulate Intelligence
- Criteria for the Evaluation of Artificial Intelligence in
Existing Games
ASSIGNMENTS AND METHODS OF EVALUATION
- Reading Assignments: The textbook reading assignments
will be discussed in
class in order to assist the student in developing a sequential
theoretical
understanding of the techniques and processes required to accomplish
the
computer based laboratory assignments.
- Typical Writing Assignments: Write a critique of the use
of artificial
intelligence in an existing commercial game design.
- Typical Outside Assignments: Research current trends in
the industry, or visit
a production studio and observe the processes of the use of
artificial
intelligence in game design.
REQUIRED TEXTS
Tricks of the Windows Game Programming Gurus by Andre
Lamothe, MacMillian Publishing Company.
TYPICAL EVALUATION AND GRADING SCALE
Students will be evaluated based on critiques, game design projects,
written quizzes, and a written exam. In order to achieve a grade of "C"
in this course, the student must complete all assigned design projects.
Typical evaluation criteria may include:
Game AI Critiques 10%
Game AI Projects 50%
Quizzes 30%
Final Exam. 10%
Total 100 %
A typical grading scale is:
90-100% A
80-89% B
70-79% C
60-69% D
0-59% F
10.25.2000
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Course at a
Glance |
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COURSE
NUMBER
MA C137
COURSE TITLE
Artificial Intelligence in Game Design UNITS
3 TOTAL HOURS
36 lecture/54 lab
TRANSFERABILITY
A/CSU
PREREQUISITE
MA C135
REPEATABILITY
1 time |
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NOTICE
The course outlines contained in this site are representative of the content
taught in each course. Individual instructor outlines may vary.
Textbooks listed on this page are subject to change.
Please check with the instructor or with the college
BookNook for up-to-date
information about current textbooks used. |
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