AI for Games
Run by School of Computer Science and Electronic Engineering
10 Credits or 5 ECTS Credits
Organiser: Dr Llyr Ap Cenydd
Overall aims and purpose
• To present artificial intelligence (A.I.) – fundamental concepts, theories, tools and technologies – in the applied setting of constructing computer games.
• Introduction to Artificial Intelligence technologies and how they can be used to construct computer games.
• Introduction to the core topic of the application of AI algorithms and approaches in modern computer games.
• Introduction to the appropriate game enabling technologies for designing movement, animation and behaviour for games.
• Introduce how search algorithm can be applied within a game context.
• Artificial Life agents for games
• Discussion over professional, moral and ethical issues of A.I.
Learning outcomes mapped to assessment criteria
Explain how artificial intelligent technologies can be applied to construct computer games.
|Has a basic knowledge of most of the course material and can analyse and design familiar systems. Understands basic concepts of machine ethics. Can build basic computer game AI. Can author a basic blog outlining game development.||Has an excellent understanding of the course material and an ability to analyse and design to a high standard. Can build a non-trivial computer game employing A.I. technologies such as searching, procedural generation and evolutionary computing. Can write an outstanding video blog for the game. Can write an in-depth blog that clearly outlines development and demonstrates great understanding of application of AI in games.||Understands most of the course material and can analyse and design most unfamiliar systems. Can build non-trivial computer game AI. Can author a moderate blog for the game including several applications of AI.|
Demonstrate how to use a programming language to design AI algorithms and build games using a game engine.
Explain the concepts of behaviour-based AI and how they are relevant for designing computer games.
|Can explain in detail the advantages and disadvantages of different behaviour-based AI approaches and know when to apply them. Has an understanding of the current state of the art in behaviour-based AI.||Can explain the idea behind concepts like Breitenberg Vehicles, Finite State Machines and Steering Behaviours.||Can display a basic understanding of AI concepts like steering behaviours and reactionary AI algorithms.|
Demonstrate an understanding of current research in the field of AI in games.
|Has basic knowledge of trends in AI research and industry, including disruptive new technologies like AR and VR.||Able to cite examples of AI research applicable to games such as machine learning, virtual reality and procedural animation.||Able to discuss state of the art AI research from both industry and literature. Can write at length about emerging AI technologies and algorithms.|
Apply various A.I. related search strategies and apply them to the design of computer games.
|Can compare different search, neighbourhood and path finding strategies for appropriate tasks. Capable of implementing search strategies through code.||Has expert knowledge of AI search strategies and path finding. Can program various searching algorithms from scratch, including optimisation.||Has a basic understanding of search strategies like depth first and breadth first search. Can use engines like Unity and NetLogo to perform search tasks like path finding.|
Explain about a selection of A.I. and Artificial Life techniques useful for implementing computer games.
|Has a basic understanding of AI and A-Life techniques.||Can explain in detail the idea behind AI and A-Life techniques. Can explain concepts such as self-organisation and emergent behaviour, and how it manifests in boid and swarm algorithms.||Has an excellent understanding of all AI and A-Life techniques covered in the module and can explain the theory behind each in detail.|
Describe concerns over professional, moral and ethical issues over exploiting A.I. in games.
|Has an excellent understanding of contemporary and potential future issues around AI development and new technologies, for example online AI, Artificial Life and VR Avatars.||Has a basic understanding of the issues surrounding exploiting AI in games.||Can give examples and discuss issues surrounding professional, moral and ethical issues relevant to AI.|
Teaching and Learning Strategy
12 hours over 12 weeks
ASSESSED assignments, including tutorial questions, problems, essays etc.
24 hours over 12 weeks
- Literacy - Proficiency in reading and writing through a variety of media
- Numeracy - Proficiency in using numbers at appropriate levels of accuracy
- Computer Literacy - Proficiency in using a varied range of computer software
- Self-Management - Able to work unsupervised in an efficient, punctual and structured manner. To examine the outcomes of tasks and events, and judge levels of quality and importance
- Exploring - Able to investigate, research and consider alternatives
- Information retrieval - Able to access different and multiple sources of information
- Critical analysis & Problem Solving - Able to deconstruct and analyse problems or complex situations. To find solutions to problems through analyses and exploration of all possibilities using appropriate methods, rescources and creativity.
- Safety-Consciousness - Having an awareness of your immediate environment, and confidence in adhering to health and safety regulations
- Argument - Able to put forward, debate and justify an opinion or a course of action, with an individual or in a wider group setting
- Self-awareness & Reflectivity - Having an awareness of your own strengths, weaknesses, aims and objectives. Able to regularly review, evaluate and reflect upon the performance of yourself and others
Subject specific skills
- Knowledge and understanding of facts, concepts, principles & theories
- Use of such knowledge in modelling and design
- Problem solving strategies
- Deploy theory in design, implementation and evaluation of systems
- Recognise legal, social, ethical & professional issues
- Specify, design or construct computer-based systems
- Evaluate systems in terms of quality and trade-offs
- Development of general transferable skills
- Methods, techniques and tools for information modelling, management and security
- Defining problems, managing design process and evaluating outcomes
- Knowledge and understanding of mathematical principles
- Knowledge and understanding of computational modelling
- Principles of appropriate supporting engineering and scientific disciplines
Pre- and Co-requisite Modules
Courses including this module
Compulsory in courses:
- G400: BSC Computer Science year 2 (BSC/CS)
- G40B: BSc Computer Science (4 year with Incorporated Foundation) year 2 (BSC/CS1)
- I102: BSc Computer Science (with International Experience) year 2 (BSC/CSIE)
- GW49: BSC Creative Technologies year 2 (BSC/CT)