11111

COURSE INTRODUCTION AND APPLICATION INFORMATION


se.cs.ieu.edu.tr

Course Name
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
Fall/Spring
Prerequisites
None
Course Language
Course Type
Elective
Course Level
-
Mode of Delivery -
Teaching Methods and Techniques of the Course
Course Coordinator
Course Lecturer(s)
Assistant(s) -
Course Objectives
Learning Outcomes The students who succeeded in this course;
  • Students will be able to know how to use game trees in computer games
  • Students will be able to know how to use movement algorithms in computer games
  • Students will be able to know how to use path finding algorithms in computer games
  • Students will be able to know how to use tactical and strategic AI in computer games
  • Students will be able to know how to use learning and decision making algorithms in computer games
Course Description

 



Course Category

Core Courses
Major Area Courses
X
Supportive Courses
Media and Managment Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

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

 

EVALUATION SYSTEM

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

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Course Hours
(Including exam week: 16 x total hours)
16
2
32
Laboratory / Application Hours
(Including exam week: 16 x total hours)
16
Study Hours Out of Class
16
2
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
Project
1
16
Seminar / Workshop
Oral Exam
Midterms
1
10
Final Exams
1
14
    Total
104

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1 Be able to define problems in real life by identifying functional and nonfunctional requirements that the software is to execute X
2 Be able to design and analyze software at component, subsystem, and software architecture level X
3 Be able to develop software by coding, verifying, doing unit testing and debugging X
4 Be able to verify software by testing its behaviour, execution conditions, and expected results X
5 Be able to maintain software due to working environment changes, new user demands and the emergence of software errors that occur during operation X
6 Be able to monitor and control changes in the software, the integration of software with other software systems, and plan to release software versions systematically X
7 To have knowledge in the area of software requirements understanding, process planning, output specification, resource planning, risk management and quality planning
X
8 Be able to identify, evaluate, measure and manage changes in software development by applying software engineering processes X
9 Be able to use various tools and methods to do the software requirements, design, development, testing and maintenance X
10 To have knowledge of basic quality metrics, software life cycle processes, software quality, quality model characteristics, and be able to use them to develop, verify and test software X
11 To have knowledge in other disciplines that have common boundaries with software engineering such as computer engineering, management, mathematics, project management, quality management, software ergonomics and systems engineering X
12 Be able to grasp software engineering culture and concept of ethics, and have the basic information of applying them in the software engineering X
13

Be able to use a foreign language to follow related field publications and communicate with colleagues

X

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest

 

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