An Introduction to
Artificial Intelligence with
AI Game Development
Dr. Lutz Hamel
Tyler, Rm 251
Office Hours: Monday 2-3pm, Thursday 11am-noon
Christopher J. Thibeault
Tyler Hall, Rm 134
Office Hours: Tuesday: 2:30pm - 4:30pm, Thursday: 5:30pm - 7:30pm
Advanced graphics hardware and novel rendering algorithms have revolutionized the look and feel of interactive computer games. With the ever-increasing computational power of desk- and laptop computers, not to mention game consoles, we are about to witness another revolution in games: the very smart NPC (non-player character). The increase in computing power of today s machines allows game designers to implement sophisticated AI techniques for their synthetic creatures that are beginning to blur the difference in the experience between a multi-player game and a single player game populated with smart synthetic creatures.
In this course we will examine AI techniques which are beginning to be routinely deployed in games including the A* path finding algorithm, rule based reasoning, neural networks, and genetic algorithms. We will also be concerned with knowledge representation and problem formalization.
To make the theory accessible (and fun!) we will be using a mod of the Quake II game engine that allows us to replace the brains of the Q2 monsters with AI routines of our own choosing and design. We will design synthetic creatures that will have special roaming abilities, that will be able learn to pick up loot, and make tactical decisions based on learned behavior.
The goal is that you take two things away from this course:
- A solid understanding of popular AI techniques
that can help solve problems in artificial (and real) worlds.
- A better understanding of how some of the complex
behavior in today's interactive games is generated and managed.
[4/25/12] If you are writing a paper as a final project, the paper is due on 5/11 @ noon in my office.
[4/23/12] Here are the time slots for the final project presentations, please send me
email if you would like to sign up for one. "First come, First serve"
Date Time Name
---- ---- -----
Wednesday 5/9 1:00 pm
Thursday 5/10 2:00 pm Ben R./Zach O.
2:20 pm Nick B.
2:40 pm -- not available --
Friday 5/11 11:00 am
11:40 am Dan M.
noon Sean S.
1:00 pm Dan S.
[4/4/12] Posted assignment #8
[4/2/12] Presentation Schedule:
Date Name Short Chapter Title Chapter
04/12/12 Tim B cooperative pathfinding 2.1
04/12/12 Ben R fast neat and under control 3.5
04/17/12 Zach O simulating a plan 4.11
04/17/12 Nick B. training digital monsters 6.1
04/19/12 David P the suffering 6.2
04/19/12 Dan M environmental awarenes 6.3
04/24/12 Sean S fast and neat gesture recognition 6.4
04/24/12 John F being a better buddy 6.5
04/26/12 Dan S ant colony recognition 6.6
[3/29/12] posted assignment #7
- Presentation Guide Lines: An excellent set of guidelines can be found
here. It is worthwhile to take a close look at. You will be graded on
- format of the presentation slides
- completeness of presentation - does it motivate and explain, etc
- Your presentation should be about 20min in length.
- Attendance for non-speakers is mandatory, I will take attendance and you are required to submit one typewritten question per presented chapter.
[3/18/12] posted assignment #6
[3/18/12] Assignment #5 due 3/22 @ 11:55pm
[3/1/12] Posted assignment #5
[2/23/12] posted a new versin of assignment #4 - it is NOT the TicTacToe game.
[2/22/12] posted assignment #4
[2/14/12] the gradebook site is now up and running, if you would like access please email me.
[2/14/12] posted assignment #3
[2/13/12] Voting for the class room is now closed. ** We are staying in Crawford **.
Here is the result:
[2/9/12] Posted assignment #2
[1/30/12] Posted assignment #1
[1/29/12] Sakai site now up and running.
[1/26/12] lecture notes are now online.
[1/24/12] *** Room change: starting Thursday 1/26 we will be in Crawford Rm 222 ***
Documents of Interest: