2015/2016

62526 Artificial Intelligence in Computer Games

Informatik(100)
IT, Ballerup: valgfag
IT og Økonomi: Valgfag
Softwareteknologi: Valgfag

Engelsk titel:

Artificial Intelligence in Computer Games

Sprog:

Point( ECTS )

7,5

Kursustype:

Diplomingeniør
 

Skemaplacering:

E4B (fre 8-12)
F5A (ons 8-12)

Undervisningens placering:

Campus Ballerup

Undervisningsform:

First part of the course will be theory and experiments with simple games and problems.
The rest of the course is a team project. Here you will implement a game of you own choice. Until now students have implemented: Chess, Checkers, Reversi, Backgammon, Five-in-a-row and Halma.
Finaly we have a tournament, where the programs compete.

Kursets varighed:

13-uger

Eksamensplacering:

E4B, F5A

Evalueringsform:

Bedømmelsesform:

Tidligere kursus:

EAIT-U1

Anbefalede forudsætninger:

,

Overordnede kursusmål:

Strategic games are games with well defined rules for the course of the game, and a strategy for applying these rules with the purpose of winning. Examples are tic-tac-toe, checkers and chess witch are so called perfect-information games, and games with chance ex. back-gammon. Strategic games serves as models for problem solving methods in computer science. Methods that are applied in engineering-tasks such as VLSI design, robot-navigation, jobshop-planning etc.

Læringsmål:

En studerende, der fuldt ud har opfyldt kursets mål, vil kunne:
  • - can use and explain relevant fields of Artificial Intelligence: Game-theory, Heuristic search, Machine learning, Logic programming.
  • - can evaluate the usability of these methods in a given problem.
  • - has practical experience from design and implementation of complex recursive algorithms.
  • - has practical experience in analysis of performance and complexity.
  • - has practical experience in tuning of algorithms.
  • - can document his work in writing.
  • - can discuss his work in a debate.
  • - has practical experience from team-based projects.

Kursusindhold:

Introduction to Artificial Intelligence.
Problem solving by statespace search: We will analyse and implement algorithms to find way through a maze, shortest paths between cities, planning problems etc.
Design and implementation of a game: We will learn how a computer plays chess, and we will implement our own chess-program, or other game of your own choise. Game theory, algorithm analysis, data structures.
Introduction to Machine learning - how can a computer program learn from it's experience, Logic programming and knowledge representation.

Litteraturhenvisninger:

Compenduim

Bemærkninger:

Grading follows the official statutory order on the 7-point grading scale.

Kursusansvarlig:

Bjørn Klint Christensen , Ballerup Campus, Bygning Ballerup, Tlf. (+45) 3588 5159 , bjchr@dtu.dk

Institut:

62 DTU Diplom

Tilmelding:

I CampusNet
Sidst opdateret: 23. juni, 2016