Copenhagen School of Design and Technology

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AI in Computer Games

2023/2024
Danish title
Kunstig Intelligens i Computerspil
Study programme
Computer Science
Type of education
Full time education
Level of education
Academy Profession
Semester
4. semester
Duration of the subject/module
1 semester
Ects
10
Programme elements
Elective
Language
Danish and English
Start time
Autumn
Spring
Location
Guldbergsgade 29 N, København N
Håndværkergården, København N
Subject number
3050402
Responsible for the subject(s)/modul(es)
Bjørn Klint Christensen
  • Purpose and learning objectives

    Artificial Intelligence is an area within computer science that deals with the solution of complicated problems that normally require human intelligence. The purpose of the course is to let the students work with such problems.

    Strategy games are games where there are known rules for the course of the game, as well as a strategy for how these rules are best applied to win. Examples are tic-tac-toe, checkers, mill and chess, which are so-called 'perfect information games' and games with built-in chance, for example back-gammon.

    Strategy games serve as models for various computer science problem solving methods that find application in a number of areas: Route finding, VLSI design, Robot navigation, assembling robots, automatic planning, etc.

    Problem solving by state space. We will analyze and implement algorithms for finding a way through a labyrinth, finding the shortest route between cities, scheduling, planning tasks, etc.

    Design and implementation of a strategy game. We will learn how a computer can play chess, and implement our own computer chess program, or another strategy game

    Knowledge

    Explain related methods within Artificial Intelligence: Game theory, Heuristic search, Logic programming.

    Skills

    Design and implement solutions that make use of algorithms and data structures within heuristic search and game theory.

    Competences

    Analyze and discuss the correctness, performance and complexity of algorithms used in the course.
    Assess the applicability of these methods and algorithms to a given problem.
    Document work with a specific problem in speach and writing.

  • Type of instruction
    The first part of the course will contain theory as well as small experiments with simple games.
    The second part is a group course assignment where we implement a game chosen by the group. Until now, the students have chosen: Chess, Checkers, Reversi, Backgammon, Five-in-a-row, Halma. The course ends with a tournament where the groups' games compete against each other.
  • Subject/module requirement for participation

    Academic requirement for participation
    The student must know programming on a level of 3rd. semester KEA Computer Science AP

  • Exam

    The learning outcomes of the exam are identical with the learning outcomes of the subject(s)/modul(es)

    Prerequisites for access to the examination
    There will be 2 mandatory exercises. They must be handed in and approved, in order for the student to gain access to the exams.
    Exam in one or more subjects
    Subject/module is tested standalone
    Type of exam
    Combined written and oral examination
    Pressentation of course assignment.
    The exam is individual, based on a written product made in groups of 2-4 students.
    Individual exam or group exam
    Individual
    Exam languages
    Danish (Norwegian/Swedish)
    Duration
    30 min.:
    10 min. presentation, 15 min. examination, 5 min. grading.
    Type of evaluation
    7-point grading scale
    Examiners
    Internal censure
  • Preliminary literature list
    This is a preliminary literature list. A final literature list will be provided in connection with study start.
    Delivered on the course
64
hours of teaching
210
hours of preparation
The figure shows the extent of workload related to the subject divided into different study activities.

In the subject AI in Computer Games you will receive 64 hours of instruction, which corresponds to 85 lessons (1 lesson = 45 min.) and 23% of your total workload for the subject.

The teaching primarily consists of the following activities: classroom teaching, exercises.
The preparation primarily consists of the following activities: searching for information, exercises.

Read about KEAs Study Activity Model

*KEA can deviate from the number of hours if this is justified by special circumstances