Department of Information and Computing Sciences

Departement Informatica Onderwijs
Bachelor Informatica Informatiekunde Kunstmatige intelligentie Master Computing Science Game&Media Technology Artifical Intelligence Business Informatics

Onderwijs Informatica en Informatiekunde

Vak-informatie Informatica en Informatiekunde

Games and agents

Website:website containing additional information
Course code:INFOMGMAG
Credits:7.5 ECTS
Period:period 4 (week 17 through 27, i.e., 20-4-2009 through 3-7-2009; retake week 35)
Timeslot:D
Participants:up till now 25 subscriptions
Schedule:Official schedule representation can be found in Osiris
Teachers:Dit is een oud rooster!
formgrouptimeweekroomteacher
lecture          Jan Broersen
Frank Dignum
   
tutorial          Joost Westra
 
Contents:Games like chess, checkers and go have been a (successful) object of study for Artificial Intelligence for a long time already. In video games like Quake and all Playstation or Xbox variants the use of AI techniques has been mainly limited to simple path planning for virtual characters. In this course we explore the more serious use of AI techniques for these video games, for instance in serious gaming and training. We investigate how the central game control can be distributed over several independently operating agents controlling characters and/or parts of the environment. Of course we also investigate several path-planning techniques useful for computer games, and we describe dynamic re-planning algorithms useful for dealing with dynamic environments. Furthermore we discuss machine learning techniques such as evolutionary algorithms with neural networks to let agents learn their own behavior while playing game tournaments. We also discuss the importance of multi-agent cooperation and for this we discuss some game theory and solutions for cooperative team work.
Literature:Instead of a single book we will use a number of different articles that will be discussed during the class meetings. We will also make slides available on the webpage.
Course form:Lextures by Frank Dignum, Jan Broersen or an invited lecturer. Also discussions based on papers pertaining to the previous lecture. An important part of this course consists of a programming assignment where a group of 4 students has to implement one of the discussed AI techniques in an agent connected to a game engine.
Exam form:The final mark is determined by: Final Practical Project (70%) Participation (10%) Presentations (20%)
Minimum effort to qualify for 2nd chance exam:Om aan de aanvullende toets te mogen meedoen moet de oorspronkelijke uitslag minstens 4 zijn.
Description:Students are required to have the knowledge equivalent to the courses (1) Intelligent Agents, and (2) Adaptive Agents. Furthermore, practical experience with the computer language C++ is desirable.
wijzigen?