Artificial Intelligence for Video Games
A.Y. 2024/2025
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: First semester
Assessment methods: Esame
Assessment result: voto verbalizzato in trentesimi
Single course
This course can be attended as a single course.
Course syllabus and organization
Single session
Responsible
Lesson period
First semester
Course syllabus
The main topics are:
- Basics of game engines
- Decision making
- Planning
- Movement and pathfinding
- Strategical and tactical decisions
- Agents coordination
- Procedural content generation
- Genetic algorithms
- Implementation approaches
- Basics of game engines
- Decision making
- Planning
- Movement and pathfinding
- 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, 2019, "Artificial Intelligence for Games", 3rd ed., ISBN:978-1138483972
Additional material will be made available on the course website
Textbook: Ian Millington and John Funge, 2019, "Artificial Intelligence for Games", 3rd ed., ISBN:978-1138483972
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 project contributes to one third 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 project contributes to one third 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:
Gadia Davide, Maggiorini Dario
Shifts:
Educational website(s)
Professor(s)
Reception:
Send an email to set up a meeting
Dip Informatica "Giovanni Degli Antoni", Via Celoria 18, room 3005
Reception:
Thu. 14:00 - 16:00 by appointment
Office 3003