CS 4150 / 5150

SPRING 2016 COURSE SCHEDULE

 

Week 

Date 

Topics 

Readings

Note 

1

1/13

Course Overview and Syllabus (Lecture)

 

·      Lecture

·       

1/15

Introduction to  game, AI and game AI (Lecture)

Chapter 1 & 2: Ian Millington and John Fuge. AI for Games 2nd ed.

 

J. Togelius. Why video games are essential for inventing artificial intelligence

·      Lecture/discussion

·      Homework 1 assigned

·     

2

1/20

Introduction to AI Problem Solving (Lecture)

Chapter 3: Russell S., Norvig P. Artificial intelligence- a modern approach, 2nd ed.

·      Lecture

·     

1/22

Guest Lecture I (JulianTogelius)

General AI, General Game Playing

·      Guest Lecture by Julian Togelius

·     

 

3

1/27

Framework for game Design (Discussion)

Robin Hunicke et al. MDA: A Formal Approach to Game Design and Game Research

 

The Design, Play, and Experience Framework By Brian M. Winn

·       

·      In-class discussion

 

·      Reading summary 1 submitted

1/29

AI in Computer Game Genres (Discussion)

 

Chapter 12: Ian Millington and John Fuge. AI for Games 2nd ed.

 

*Research Directions for AI in Computer Game by Fairclough et al

 

·      In-Class discussion

·      Reading summary 2 submitted

·      Homework 1 due

 

*Graduate-Level only

4

2/3

Academic game AI Versus Industrial game AI

Why academics and game industry don't collaborate on AI, and how we could improve the situation (J. Togelius)

 

Academic AI and Video games: a case study of incorporating innovative academic research into a video game prototype- Aliza Gold

·      In-class discussion

·      Reading summary 3 submitted

 

2/5

AI for Pathfinding and perceptions in Computer Games (Discussion)

Chapter 4.3: Ian Millington and John Fuge. AI for Games 2nd ed.

 

 

Designing Artificial Intelligence for Games Part 2: Design & Implementation by Donald Kehoe

·      In-Class discussion

·      Lecture: Pathfinding and Perceptions in Computer games (A*)

·       

 

5

2/10

A* Pathfinding

Chapter 7: AI for Game Developers. Dourg &Seemann

 

The AI Systems of Left 4 Dead

 

Artificial Intelligence Series - Part 1: Path Finding by Eduardo Gonzalez

·      In-class discussion

·      Lecture

·      A* Code Implementation

·     

2/12

Finite State Machines and Planning

Chapter 5: Ian Millington and John Fuge. AI for Games 2nd ed.

 

Three States and a Plan: The A.I. of F.E.A.R.  Jeff Orkin

 

How to simplify your AI code with Finite State Machines  by Nathan Lovato

·      In-class discussion

·      Lecture: FSM

·      Reading Summary 4 submitted

·      Homework 2 assigned

·     

6

2/17

Decision Making in Game AI

Chapter 5: Ian Millington and John Fuge. AI for Games 2nd ed.

 

Enhancing Artificial Intelligence in Games by Learning the OpponentÂ’s Playing Style. by Fabio Aiolli and Claudio Enrico Palazzi

·      In-class discussion

·      Lecture: Opponent Modeling

·     

2/19

Opponent Modeling for Game AI

Chapter 7.4: Ian Millington and John Fuge. AI for Games 2nd ed.

 

Opponent modeling in real-time strategy games. Frederik Schadd et al

 

·      In-class discussion

·      Reading summary 5 submitted

7

2/24

Modelling Adaptive Game AI (Discussion)

Designing Artificial Intelligence for Games Part 1: Design & Implementation

 

Player-Centred Game Design: Player Modelling and Adaptive Digital Games. Darry Charles et al

 

*Opponent modelling for case-based adaptive game AI.  Sander C.J. Bakkes et al

·      In-class discussion

·      Lecture: Adaptive Game AI

·       Game projects conceptualization

·     

*Graduate-Level only

 

 

2/26

Road map for Computer Games AI (Discussion)

 

A Taxonomy of Video Games and AI

by Gunn et al

 

Game AI Revisited

·      In-class discussion

·      Lecture: Adversarial Search

·      Code Implementation

·      Reading summary 6 submitted

·      Homework 2 due

·     

8

3/2

Road map for Computer Games AI: Understanding Procedural Content Generation (Discussion)

 

 

Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games : Gillian Smith

 

The Future of PCG in Games : Gillian Smith

 

*"Search-Based Procedural Content Generation: A Taxonomy and Survey",Togelius et al.

·      In-Class discussion

·      Lecture

 

*Graduate-Level only

 

3/4

Road map for Computer Games AI: Modelling player data (Discussion)

Player Modeling by

Georgios N. Yannakaki, Pieter Spronck, Daniele Loiacono, and Elisabeth Andre

 

Evolving Explicit Opponent Models in Game Playing. Alan J. Lockett et al

 

*Player behavioural modelling for video games by Sander et al

·      In-Class discussion

·      Reading summary 7 submitted

·      Project proposals/concepts due (extended till 3/7)

·      Midterm Seminar Topics Assigned

 

*Grad students only

9

3/9

 

SPRING BREAK

3/11

10

3/16

 

Road map for Computer Games AI: AI Architectures for NPC

Chapter 5.9: Ian Millington and John Fuge. AI for Games 2nd ed.

 

Dave Mark: "AI Architectures: A Culinary Guide" 

 

Terry Wellmann: A Flexible AI Architecture for Production and Prototyping of Games (section 3.1)

 

·      Lecture

·      In-Class Discussion

·      Project topics approved/project groups assigned

·     

3/18

Road map for Computer Games AI: Computational modeling of player experience

 

 

 

 

Chapter 2-3: Procedural Content Generation in Games A textbook and an overview of current research

 

Pedersen, Togelius and Yannakakis: Modeling Player Experience for Content Creation,

 

Experience-Driven Procedural Content Generation: Georgios N. Yannakakis, and Julian Togelius

·      Guest Lecture 2: Julian Togelius

·      Reading summary 8 submitted

 

11

3/23

 Midterm Seminar Presentation (seminar paper to be turned  in not later than 1 week afterward)

3/25

Framework for Game AI: Monte Carlo Tree Search

The Monte Carlo Method for Game AI

 

Chaslot et al: Monte-Carlo Tree Search: A New Framework for Game AI

 

·      Guest Lecture 3: Britton Horn

·      In-class discussion

·      Reading summary 9 submitted

·      Home Work 3 Assigned

12

3/30

Framework for Decision Learning in Computer games: Naïve Bayes Classifiers

Chapters 7.4 – 7.5 Millington and John Fuge. AI for Games 2nd ed.

 

Chapter 3: Using Bayesian Networks for Modeling Computer Game Agents

 

·      Lecture

·      In-Class Discussion

·      Reading summary 10 submitted

·      Midterm Seminar Paper due

4/1

AI Applications in Serious Games (Discussion)

 

A Literature Review of the Field of Serious Games. Mark Florya

 

Intelligent User Interfaces in Digital Games for Empowerment and Inclusion

Nicolas Sabouret et al

 

Adaptive Learning Environments as Serious

Games. Christian Swertz et al

·      In-class discussion

·      Lecture

 

13

4/6

 

 Guest Lecture 3: Game Data Analytics  (Alessandro Canossa)

Intro to User Analytics

 

Games and Analytics: A look through time.

 

Game Data Mining. By Anders Drachen et al

 

·      Guest Lecture 4: Alessandro Canossa

 

4/8

Game Research Methods

 Game Research Methods. Edited by P.Lankoski & S. Bjork. Pp 207-230 - Audio visual analysis of player experience- Read Chapters 18-20

·      Guest Lecture 5: Casper Harteveld

·      In-Class Discussion

·      Reading Summary 11 submitted

14

4/13

Final project presentation1

 

·      Final project presentation: Grad students

4/15

Final project Presentation 2

 

·      Final project presentation: Undergrad

15

4/20

Revision / Final projects critique / Course Wrap-up

 

Final project report/documentation and software due on 4/25