Module Code - Title:
CS4096
-
ARTIFICIAL INTELLIGENCE FOR GAMES
Year Last Offered:
2025/6
Hours Per Week:
Grading Type:
N
Prerequisite Modules:
Rationale and Purpose of the Module:
The purpose of the module is to provide the students with a foundation in the principles and applications of Artificial Intelligence methods as applied to Games and Game Development.
Syllabus:
Review of basic AI technologies and principles, and how they can be employed in computer games. Comparison between mainstream AI and game AI. Specific topics addressed include pathfinding in games, heuristic search in game playing, map representational mechanisms, and character decision making. Areas of agent learning including reinforcement learning as applied to games will be introduced. Other topics of interest include procedural content generation and general game AI.
Learning Outcomes:
Cognitive (Knowledge, Understanding, Application, Analysis, Evaluation, Synthesis)
On successful completion of this module, students will be able to:
1. Discuss the use of Artificial Intelligence in Games.
2. Compare the notion of game AI with mainstream AI.
3. Discuss different approaches to pathfinding in computer games.
4. Understand the basic principles of learning decision trees for game applications.
5. Discuss areas of key importance for advancing the state of the art in game AI
Affective (Attitudes and Values)
N/A
Psychomotor (Physical Skills)
N/A
How the Module will be Taught and what will be the Learning Experiences of the Students:
This module enables students to investigate and implement current AI techniques implemented by modern computer games. Theory content is presented via lectures, where real-world implementation examples for computer games will be considered. Students will work alone or in a small group, to implement modern game AI techniques into a functional artefact.
Topics covered will be informed by current computer games industry practices.
Research Findings Incorporated in to the Syllabus (If Relevant):
Prime Texts:
I. Millington and J. Funge (2009)
Artificial intelligence for games, 2nd ed.
, Morgan Kaufmann
Other Relevant Texts:
M. Bourg and G. Seemann (2004)
AI for Game Developers
, O'Reilly.
S. Rabin (editor) (2009)
AI Game Programming Wisdom (volume 4)
, Charles River Media.
S. Rabin (editor) (2006)
AI Game Programming Wisdom (volume 3)
, Charles River Media.
S. Rabin (editor) (2003)
AI Game Programming Wisdom (volume 2)
, Charles River Media.
S. Rabin (editor) (2002)
AI Game Programming Wisdom (volume 1)
, Charles River Media.
G. Luger (2009)
Artificial Intelligence (6th edition)
, Addison-Wesley
Programme(s) in which this Module is Offered:
BSCGDEUFA - COMPUTER GAMES DEVELOPMENT
Semester(s) Module is Offered:
Autumn
Module Leader:
gavin.wade@ul.ie