CU6052 - Artificial Intelligence for Games (2019/20)
|Module specification||Module approved to run in 2019/20|
|Module title||Artificial Intelligence for Games|
|Module level||Honours (06)|
|Credit rating for module||15|
|School||School of Computing and Digital Media|
|Total study hours||150|
|Running in 2019/20||
This module looks at the use of AI in the development of computer games, digital media and other products from a variety of perspectives. Students will undertake a small piece of research in this field and present their findings. This work will underpin a prototype, built using industry-standard tools and including a system model representation and a description of the final product.
This module is designed to further develop programming and game design and development skills. The module aims to:
· develop students' awareness of artificial intelligence and its current and potential
applications in the field of computer games, digital media and product design
- enable students to solve problems in designing and building complex game
· implement the production of complex game systems;
· develop communication skills with particular reference to artificial intelligence;
- develop research and presentation skills;
· equip students for employment in the games industry
Prior learning requirements
CU6051 Artificial Intelligence
Practical application of AI in a games development IDE
- pathway finding algorithms LO1, 2, 3
- state machines;
- steering behaviours;
- approaches to agent design;
- design techniques
- game publication pipeline LO4
Balance of independent study and scheduled teaching activity
A problem based learning approach will be used in the module delivery.
Scheduled teaching accounts for approximately one third of module time; independent study accounts for two thirds. Students have access to VLE and external resources such as videos, guest lecturers. The output is designed  to encourage reflection and promote research skills;  to be part of a portfolio of specialised AI work.
On successful completion of this module, students will be able to:
LO1 understand the application of Artificial Intelligence to the field of computer
LO2 be able to apply theoretical understanding in practical scenarios and be
competent at solving interaction design problems;
LO3 undertake research and present findings;
LO4 understand process involved in taking prototype to market.
Without being prescriptive the following is indicative of the assessment strategy. It is likely that practical course work will begin in the first third of the module and completed by towards the end of the module. The work will implement ideas that have been introduced in lectures to assure the student has understood what has been presented. The module is passed on the aggregate mark.
There is regular formative assessment to encourage students, maintain progress and offer opportunities for peer review and self-direction.
Aversa (2018) Unity Artificial Intelligence Programming: Add powerful, believable, and fun AI entities in your game with the power of Unity 4th Edition; Packt Publishing