Games and Agents 2012-2013

The course Games and Agents covers the following subjects in game AI: (1) agent theory for computer games (2) AI techniques for computer games, (3) visualization techniques for games, (4) interfacing agents and game engines, (5) industrial experiences with game AI, (6) the philosophy / ethics of computer games.



Navigation

People

Schedule

Literature

Examination (including the final grades)

The Programming Project


People

Lecturer

Jan Broersen


Invited lecturers

Pieter Spronck
Roel van Tiel
Meindert Kamphuis
Shoshannah Tekofsky



Schedule Lectures

Week

Date

Time

Subject

Actors

17
Tuesday, April 23 9.00 – 11.00 What AI and gaming have each other to offer
Jan Broersen
Thursday, April 25 15.15 – 17.00 No lecture (visit to www.indievelopment.nl)
Students
18

Tuesday, April 30

9.00 – 11.00

No lecture (day of the queen / king) n.a.
Thursday, May 2

15.15 – 17.00

Discussion proposals student projects
All
19
Tuesday, May 7

9.00 – 11.00

Presentations proposals student projects
All
Thursday, May 9

15.15 – 17.00

No lecture (ascension day) n.a.
20
Tuesday, May 14

9.00 – 11.00

Strategic Interactions with Game Opponents Jan Broersen
Thursday, May 16 15.15 – 17.00 Discussions on the proposals
All
21
Tuesday, May 21

9.00 – 11.00

No lecture (second chance examinations) n.a.
Thursday, May 23 15.15 – 17.00 No lecture (second chance examinations) n.a.
22

Tuesday, May 28

9.00 – 11.00

Adaptive Game AI / Opponent modeling Pieter Spronck
Thursday, May 30

15.15 – 17.00

Discussion adaptive game AI and opponent modeling
All
23

Tuesday, June 4

9.00 – 11.00 Using games for personality assessment
Shoshannah Tekofsky

Thursday, June 6

15.15 – 17.00

No lecture (workshop on agents, Norway) n.a.
24
Tuesday, June 11

9.00 – 11.00

Practices from industry: computer game AI

Meindert Kamphuis

Thursday, June 13

15.15 – 17.00

No lecture (workshop on responsibility, London)
n.a.
25
Tuesday, June 18

9.00 – 11.00

Experiences from working as a game AI developer Roel van Tiel
Thursday, June 20

15.15 – 17.00

Ethical behavior in virtual worlds Jan Broersen
26
Tuesday, June 25

9.00 – 11.00

Presentations results programming assignments All
Thursday, June 27

15.15 – 17.00

Presentations results programming assignment

All



  HTN planning and harbor regulations (VSTEP)
Jan Broersen


 

Agents and Intelligence

Jan Broersen



 




Examination 

There will not be a written examination. The final grade is determined by: Final Project (code / report / overall results) (70%); Participation (10%); Presentations (20%)


The final grades for your projects.



The Game AI Programming Project

The goal of the programming project is for students to experience the possibilities and problems of applying AI-techniques in concrete game settings. Students are left free in their choice for a specific AI-technique, game engine or game.
  1. Form a group of 3/4/5 students. 
  2. Write a one page initial proposal to describe the artificial intelligence techniques and the game and / or game engine you want to use. Include the following:
      1. in what sense will the AI in your proposal enhance game play?
      2. what problems do you expect?
      3. what are the success criteria?
  3. Prepare the first (10 minute) presentation on your project, to be given on May 7th, 2013. If after reading the one page proposal and hearing the 10 minute presentation I think your proposal needs major adaptation, I ask you to send me a revised proposal. Deadline: May 14th
  4. Study, design and implement the problem environment.
  5. Design and implement your AI driven game characters. 
  6. Perform a range of experiments. 
  7. Prepare a 25 minute presentation on your project for June 25 and/or June 27th. The presentation should include: 
  8. Write a report of 15 to 20 pages including:
  9. The deadline for delivering your assignment (program + report) is July 5th, 2013 at 17.00h. Please put a hardcopy of the report in the post box of Jan Broersen (BBL, 5th floor).  


Possible topics for the Project

You are free to do a practical project of your own choice, however it should have to do with intelligent agents steered by AI algorithms and there should be a game environment. Possible topics include:


More information on the Quake engine

Please consult: Quake engine for more information on installing the freely available quake-demo engine.

 

More information on Pogamut

Please consult: Pogamut website



Literature

We use the following literature, which participants for the course are advised to read for the discussions. The papers that have no link on this page can best be found using all words and authors on Google Scholar. Alternatively, you can aks your lecturer for a copy.

General introductions:


Teams and cooperation:
Game platforms:

Connecting Agents to Game engines:
Evolutionary Neural Networks:

Strategic Interactions with Game Opponents:


Dynamic Scripting and Opponent Modeling:
Motion planning:


Emotions


Experiencing (Virtual) Environments:

 

Extra Literature:


Learning from Demonstration:

 


Last update: April 15th, 2013, comments to Jan Broersen