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Games and Artificial Intelligence

Course Information
TitleΠαιχνίδια και Τεχνητή Νοημοσύνη / Games and Artificial Intelligence
CodeAI107
FacultySciences
SchoolInformatics
Cycle / Level2nd / Postgraduate
Teaching PeriodWinter
CoordinatorNikolaos Nikolaidis
CommonNo
StatusActive
Course ID600016303

Programme of Study: PMS TECΗNĪTĪ NOĪMOSYNĪ (2018 éōs sīmera) MF

Registered students: 0
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses belonging to the selected specialization117.5

Programme of Study: PMS TECΗNĪTĪ NOĪMOSYNĪ (2018 éōs sīmera) PF

Registered students: 6
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses belonging to the selected specialization117.5

Class Information
Academic Year2018 – 2019
Class PeriodWinter
Faculty Instructors
Weekly Hours3
Class ID
600132059
Type of the Course
  • Scientific Area
Course Category
Specific Foundation / Core
Mode of Delivery
  • Face to face
Erasmus
The course is also offered to exchange programme students.
Language of Instruction
  • Greek (Instruction, Examination)
  • English (Examination)
Prerequisites
General Prerequisites
Computer graphics. Computational / artificial intelligence. Programming skills (generic and graphics related). Good level of English.
Learning Outcomes
a) Knowledge: Familiarization with computer animation principles and algorithms used in games and other applications, such as physics - based animation, collision detection and response, keyframe animation, forward kinematics. Familiarization with computational/ artificial intelligence (CI/AI) algorithms used in games, such as decision making algorithms, pathfinding/pathplanning, procedural content generation. Exposure to animation, games and game AI/CI programming & development using OpenGL, Unity Unreal Engine. b) Skills: Acquisition of skills in the use, programming and development of animation and game CI/AI algorithms as well in game programming. Promoting analytic and programming skills.
General Competences
  • Apply knowledge in practice
  • Retrieve, analyse and synthesise data and information, with the use of necessary technologies
  • Work autonomously
  • Work in teams
  • Generate new research ideas
  • Be critical and self-critical
  • Advance free, creative and causative thinking
Course Content (Syllabus)
Animation principles, games genres, historical overview (graphics, games, animation). Dynamics / physics - based animation : particle systems, rigid body dynamics. Collision detection and response. Keyframe animation. Parametric curves, arc - length parameterization, speed control. Forward kinematics, animation of articulated structures. Computational / artificial intelligence (CI/AI) in games. Game engines and interfacing with game CI/AI. Movement in games. Pathfinding/ pathplanning in games (breadth first, navigation meshes ,A*). Decision making and behaviour modelling in games (behavior trees, finite state machines, reinforcement learning, supervised learning,..). Procedural content generation (terrain, mazes/platforms, texture, plot,.. ) in games(search-based approaches, machine learning- based, fractal/noise-based, grammar based, map/dungeon construction).
Keywords
Computer Games, Computer Animation, Computational / Artificial Intelligence
Educational Material Types
  • Slide presentations
  • Multimedia
  • Book
Use of Information and Communication Technologies
Use of ICT
  • Use of ICT in Course Teaching
  • Use of ICT in Communication with Students
Description
Course material in digital form, use of elearning environment.
Course Organization
ActivitiesWorkloadECTSIndividualTeamworkErasmus
Lectures84
Reading Assigment30
Tutorial42
Project69
Total225
Student Assessment
Description
Written exam (~50%), programming assignments where students are orally examined on the outcome (~50%)
Student Assessment methods
  • Written Exam with Short Answer Questions (Summative)
  • Oral Exams (Summative)
  • Written Exam with Problem Solving (Summative)
  • Labortatory Assignment (Summative)
Bibliography
Course Bibliography (Eudoxus)
Rick Parent, Computer animation: algorithms & techniques, Morgan Kaufmann, 2002 (ή νεώτερη) Physically based modeling, SIGGRAPH 2001 Course Notes (http://www.pixar.com/companyinfo/research/pbm2001/) A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 1+2, Addison Wesley, 2003 Ian Millington, John Funge, Artificial Intelligence for Games 2nd Edition, CRC Press, 2009 Yannakakis, Georgios, Julian Togelius. Artificial Intelligence and Games, Springer, 2018.
Additional bibliography for study
Interactive Computer Graphics - A Top Down Approach with Shader-Based OpenGL, E. Angel, D. Shreiner, 6th Edition Noor Shaker, Julian Togelius, and Mark J. Nelson (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research, Springer. Mat Buckland, Programming Game AI by Example, Jones & Bartlett Learning; 1st edition,2010. Α. Watt, M. Watt, Advanced animation and rendering techniques, Addison Wesley, 1992 K. Erleben, J. Sporring, K. Henriksen, H. Dohlmann, Physics-based Animation, Charles River Media, 2005 D. Eberly, 3D Game Engine Design, Morgan Kaufmann, 2001 I. Kerlow, The Art of 3D Computer Animation and Effects, 4th Ed., J Wiley and Sons, 2009.
Last Update
18-10-2018