Course Name | Artificial Intelligence in Computer Games |
Code | Semester | Theory (hour/week) | Application/Lab (hour/week) | Local Credits | ECTS |
---|---|---|---|---|---|
SE 354 | Fall/Spring | 3 | 0 | 3 | 5 |
Prerequisites | None | |||||
Course Language | English | |||||
Course Type | Elective | |||||
Course Level | First Cycle | |||||
Mode of Delivery | - | |||||
Teaching Methods and Techniques of the Course | ||||||
Course Coordinator | ||||||
Course Lecturer(s) | ||||||
Assistant(s) | - |
Course Objectives | The objective of this course is to introduce students with the concepts of artificial intelligence in computer games The topics in this lecture include: kinematic movement, steering behaviour, pathfinding, decision making, tactical and strategic AI. |
Learning Outcomes | The students who succeeded in this course;
|
Course Description | 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 |
Related Sustainable Development Goals |
| Core Courses | |
Major Area Courses | ||
Supportive Courses | ||
Media and Managment Skills Courses | ||
Transferable Skill Courses |
Week | Subjects | Required Materials |
1 | Introduction, Game AI, Random Numbers | Course book Ch 1-2 |
2 | Kinematic Movement | Course Book Ch 3 |
3 | Steering Behaviors | Course Book Ch 3 |
4 | Pathfinding | Course Book Ch 4 |
5 | Project Meeting | |
6 | Decision Making I | Course Book Ch 5 |
7 | Decision Making II | Course Book Ch 5 |
8 | Midterm | |
9 | Tactical and Strategic AI | Course Book Ch 6 |
10 | Learning I | Course Book Ch 7 |
11 | Learning II | Course Book Ch 7 |
12 | Project Meeting | |
13 | Board Games | Course Book Ch 8 |
14 | Supporting Technologies | Course Book Ch 9-11 |
15 | Project presentations | |
16 | Review of the Semester |
Course Notes/Textbooks | Artificial Intelligence for Games, Ian Millington and John Funge. Morgan Kaufmann, 2. Edition. ISBN 0123747317 |
Suggested Readings/Materials | Programming Game AI by Example, Mat Buckland, Wordware Publishing, ISBN 1556220782 Course slides and internet resources |
Semester Activities | Number | Weigthing |
Participation | ||
Laboratory / Application | ||
Field Work | ||
Quizzes / Studio Critiques | ||
Portfolio | ||
Homework / Assignments | ||
Presentation / Jury | ||
Project | 1 | 30 |
Seminar / Workshop | ||
Oral Exam | ||
Midterm | 1 | 30 |
Final Exam | 1 | 40 |
Total |
Weighting of Semester Activities on the Final Grade | 2 | 60 |
Weighting of End-of-Semester Activities on the Final Grade | 1 | 40 |
Total |
Semester Activities | Number | Duration (Hours) | Workload |
---|---|---|---|
Course Hours (Including exam week: 16 x total hours) | 16 | 3 | 48 |
Laboratory / Application Hours (Including exam week: 16 x total hours) | 16 | ||
Study Hours Out of Class | 16 | 2 | 32 |
Field Work | |||
Quizzes / Studio Critiques | |||
Portfolio | |||
Homework / Assignments | |||
Presentation / Jury | |||
Project | 1 | 40 | |
Seminar / Workshop | |||
Oral Exam | |||
Midterms | 1 | 10 | |
Final Exams | 1 | 20 | |
Total | 150 |
# | Program Competencies/Outcomes | * Contribution Level | ||||
1 | 2 | 3 | 4 | 5 | ||
1 | To have adequate knowledge in Mathematics, Science and Computer Engineering; to be able to use theoretical and applied information in these areas on complex engineering problems. | X | ||||
2 | To be able to identify, define, formulate, and solve complex Computer Engineering problems; to be able to select and apply proper analysis and modeling methods for this purpose. | X | ||||
3 | To be able to design a complex system, process, device or product under realistic constraints and conditions, in such a way as to meet the requirements; to be able to apply modern design methods for this purpose. | X | ||||
4 | To be able to devise, select, and use modern techniques and tools needed for analysis and solution of complex problems in Computer Engineering applications; to be able to use information technologies effectively. | X | ||||
5 | To be able to design and conduct experiments, gather data, analyze and interpret results for investigating complex engineering problems or Computer Engineering research topics. | X | ||||
6 | To be able to work efficiently in Computer Engineering disciplinary and multi-disciplinary teams; to be able to work individually. | X | ||||
7 | To be able to communicate effectively in Turkish, both orally and in writing; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to present effectively, to be able to give and receive clear and comprehensible instructions. | X | ||||
8 | To have knowledge about global and social impact of Computer Engineering practices on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of Computer Engineering solutions. | |||||
9 | To be aware of ethical behavior, professional and ethical responsibility; to have knowledge about standards utilized in engineering applications. | |||||
10 | To have knowledge about industrial practices such as project management, risk management, and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development. | |||||
11 | To be able to collect data in the area of Computer Engineering, and to be able to communicate with colleagues in a foreign language. ("European Language Portfolio Global Scale", Level B1) | |||||
12 | To be able to speak a second foreign language at a medium level of fluency efficiently. | |||||
13 | To recognize the need for lifelong learning; to be able to access information, to be able to stay current with developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Computer Engineering. | X |
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest