| Course Name |
Artificial Intelligence in Computer Games
|
|
Code
|
Semester
|
Theory
(hour/week) |
Application/Lab
(hour/week) |
Local Credits
|
ECTS
|
|
SE 354
|
FALL
|
3
|
0
|
3
|
5
|
| Prerequisites | None | |||||
| Course Language | English | |||||
| Course Type | ELECTIVE_COURSE | |||||
| Course Level | First Cycle | |||||
| Mode of Delivery | Face-to-Face | |||||
| Teaching Methods and Techniques of the Course | - | |||||
| National Occupational Classification Code | - | |||||
| Course Coordinator |
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| Course Lecturer(s) |
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| 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 behavior, pathfinding, decision making, tactical and strategic AI. | |||||||||||||||||||||||||||||||||||||||||||||||||||||
| Learning Outcomes |
The students who succeeded in this course;
|
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| 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 |
-
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Core Courses |
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| Major Area Courses |
X
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| Supportive Courses |
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| Media and Managment Skills Courses |
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| Transferable Skill Courses |
|
| Week | Subjects | Required Materials | Learning Outcome |
| 1 | Introduction, Game AI, Random Numbers | Course Book Ch. 1-2 | LO1 |
| 2 | Kinematic Movement | Course Book Ch. 3 | LO1 |
| 3 | Steering Behaviors | Course Book Ch. 3 | LO2 |
| 4 | Pathfinding | Course Book Ch. 4 | LO3 |
| 5 | Project Meeting | - | |
| 6 | Decision Making I | Course Book Ch. 5 | LO2 |
| 7 | Decision Making II | Course Book Ch. 5 | LO2 |
| 8 | Midterm | - | |
| 9 | Tactical and Strategic AI | Course Book Ch. 6 | LO4 |
| 10 | Learning I | Course Book Ch. 7 | LO4 |
| 11 | Learning II | Course Book Ch. 7 | LO5 |
| 12 | Project Meeting | - | |
| 13 | Board Games | Course Book Ch. 8 | LO5 |
| 14 | Supporting Technologies | Course Book Ch. 9-11 | LO5 |
| 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 | Weighting | LO1 | LO2 | LO3 | LO4 | LO5 |
| Project | 1 | 30 | X | X | X | X | X |
| Midterm | 1 | 30 | X | X | X | ||
| Final Exam | 1 | 40 | X | X | X | ||
| Total | 3 | 100 |
| Semester Activities | Number | Duration (Hours) | Workload |
|---|---|---|---|
| Participation | - | - | - |
| Theoretical Course Hours | 16 | 3 | 48 |
| Laboratory / Application Hours | - | - | - |
| Study Hours Out of Class | 16 | 2 | 32 |
| Field Work | - | - | - |
| Quizzes / Studio Critiques | - | - | - |
| Portfolio | - | - | - |
| Homework / Assignments | - | - | - |
| Presentation / Jury | - | - | - |
| Project | 1 | 40 | 40 |
| Seminar / Workshop | - | - | - |
| Oral Exams | - | - | - |
| Midterms | 1 | 10 | 10 |
| Final Exam | 1 | 20 | 20 |
| Total | 150 |
| # | PC Sub | Program Competencies/Outcomes | * Contribution Level | ||||
| 1 | 2 | 3 | 4 | 5 | |||
| No program competency data found. | |||||||
*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest
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