Artificial Intelligence for Video Games
A.Y. 2020/2021
Learning objectives
The goal of this course is to teach students how artificial inteligence techniques are implemented inside a video game.
To this aim, standard and advanced techniques will be discussed and implemented in a modern game engine.
To this aim, standard and advanced techniques will be discussed and implemented in a modern game engine.
Expected learning outcomes
The student must be able to describe in a proper, and critic, way algorithms and heuristic techniques used to implement artificial intelligence in a video game. These algorithms and heuristics, must then be put in the context of actual video games on the market. Moreover, the student must also be atle to apply all the techniques proposed by the course to design and implement the artificial intelligence for video game of average complexity.
Lesson period: Second semester
Assessment methods: Esame
Assessment result: voto verbalizzato in trentesimi
Single course
This course cannot be attended as a single course. Please check our list of single courses to find the ones available for enrolment.
Course syllabus and organization
Single session
Responsible
Lesson period
Second semester
Lessons will be attended in a classroom, if the sanitary situation would allow this solution. Otherwise lessons will be online, on Teams. The registration of the lessons will be available on Ariel for the whole course duration.
Course syllabus
The main topics are:
- Basics of game design
- Uses of AI in different game genres
- Basics of game engines
- Planning
- Movement and pathfinding
- Decision making
- Strategical and tactical decisions
- Agents coordination
- Procedural content generation
- Genetic algorithms
- Implementation approaches
- Basics of game design
- Uses of AI in different game genres
- Basics of game engines
- Planning
- Movement and pathfinding
- Decision making
- Strategical and tactical decisions
- Agents coordination
- Procedural content generation
- Genetic algorithms
- Implementation approaches
Prerequisites for admission
It is required to know how to program in an object-oriented language.
Teaching methods
Lectures
Teaching Resources
Website: http://aiforvideogames.ariel.ctu.unimi.it/
Textbook: Ian Millington and John Funge, 2009, "Artificial Intelligence for Games", 2nd ed., ISBN:0123747317
Additional material will be made available on the course website
Textbook: Ian Millington and John Funge, 2009, "Artificial Intelligence for Games", 2nd ed., ISBN:0123747317
Additional material will be made available on the course website
Assessment methods and Criteria
The exam consists of two parts.
The first part is an oral interview on the theoretical topics and contributes to two thirds of the final grade.
The second part is the discussion of a project, to be carried out individually, in which the student is required to implement artificial intelligence techniques learned in class using a game engine. The second test contributes to two thirds of the final grade.
The final grade, in a scale between 1 and 30, takes into account the knowledge of the topics, the clarity of exposition, and the property of language.
The first part is an oral interview on the theoretical topics and contributes to two thirds of the final grade.
The second part is the discussion of a project, to be carried out individually, in which the student is required to implement artificial intelligence techniques learned in class using a game engine. The second test contributes to two thirds of the final grade.
The final grade, in a scale between 1 and 30, takes into account the knowledge of the topics, the clarity of exposition, and the property of language.
INF/01 - INFORMATICS - University credits: 6
Lessons: 48 hours
Professors:
Maggiorini Dario, Ripamonti Laura Anna
Professor(s)
Reception:
Thu. 14:00 - 16:00 by appointment
Office 3003