62598 Artificial Intelligence in Computer Games

2016/2017

Informatik(100)
IT, Ballerup: valgfag
Kursusinformation
Artificial Intelligence in Computer Games
Engelsk
5
Diplomingeniør
E1B (tors 13-17)
F1B (tors 13-17)
Campus Ballerup
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.
13-uger
E1B, F1B
Mundtlig eksamen og bedømmelse af opgave(r)
7-trins skala , intern bedømmelse
62526
62432 / 02324 , Gode programmeringsfærdigheder.
Bjørn Klint Christensen , Ballerup Campus, Bygning Ballerup, Tlf. (+45) 3588 5159 , bjchr@dtu.dk

62 DTU Diplom
I studieplanlæggeren
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.
  • - 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.
Litteraturhenvisninger
Compenduim
Bemærkninger
Grading follows the official statutory order on the 7-point grading scale.
Sidst opdateret
27. oktober, 2016