AI in Computer Games
2024/2025- 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.
Knowledge
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 gameExplain related methods within Artificial Intelligence: Game theory, Heuristic search, Logic programming.
SkillsDesign and implement solutions that make use of algorithms and data structures within heuristic search and game theory.
CompetencesAnalyze 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 examinationThere 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 subjectsSubject/module is tested standaloneType of examOral examinationPressentation of course assignmentIndividual exam or group examGroup, 2-4 participantsExam languagesDanish (Norwegian/Swedish)Duration30 min.Type of evaluation7-point grading scaleExaminersInternal 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
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