Games and Artificial Intelligence

Course Information
TitleΠαιχνίδια και Τεχνητή Νοημοσύνη / Games and Artificial Intelligence
Cycle / Level2nd / Postgraduate
Teaching PeriodWinter
CoordinatorNikolaos Nikolaidis
Course ID600016303

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

Registered students: 7
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses belonging to the selected specialization117.5

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

Registered students: 17
OrientationAttendance TypeSemesterYearECTS
KORMOSElective Courses belonging to the selected specialization117.5

Class Information
Academic Year2021 – 2022
Class PeriodWinter
Faculty Instructors
Weekly Hours3
Class ID
Course Type 2021
Specialization / Direction
Course Type 2016-2020
  • Scientific Area
Course Type 2011-2015
Knowledge Deepening / Consolidation
Mode of Delivery
  • Face to face
  • Distance learning
The course is also offered to exchange programme students.
Language of Instruction
  • Greek (Instruction, Examination)
  • English (Examination)
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, steering behaviors, 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 Computational/Artificial Intelligence 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 - steering behaviors. Pathfinding/ pathplanning in games (breadth first, navigation meshes ,A*). Decision making and behaviour modelling in games (behavior trees, decision 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).
Computer Games, Computer Animation, Computational / Artificial Intelligence
Educational Material Types
  • Notes
  • 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
Course material in digital form, use of the elearning environment.
Course Organization
Reading Assigment86
Written assigments15
Student Assessment
Written exam (~50%), programming assignments where students are orally examined on the outcome (~50%)
Student Assessment methods
  • Written Exam with Short Answer Questions (Summative)
  • Written Exam with Extended Answer Questions (Summative)
  • Oral Exams (Summative)
  • Written Exam with Problem Solving (Summative)
  • Labortatory Assignment (Summative)
Course Bibliography (Eudoxus)
Rick Parent, Computer animation: algorithms & techniques, Morgan Kaufmann, 3rd edition, 2012 (εναλλακτικά 2nd edition) Physically based modeling, SIGGRAPH 2001 Course Notes ( Ian Millington, John Funge, Artificial Intelligence for Games 3rd Edition , CRC Press, 2019 (εναλλακτικά 2nd edition) Yannakakis, Georgios, Julian Togelius. Artificial Intelligence and Games, Springer, 2018. Noor Shaker, Julian Togelius, and Mark J. Nelson (2016). Procedural Content Generation in Games: A Textbook and an Overview of Current Research, Springer.
Additional bibliography for study
Interactive Computer Graphics - A Top Down Approach with Shader-Based OpenGL, E. Angel, D. Shreiner, 6th Edition A Watt, F. Policarpo, 3D Games: Animation and Advanced Real-Time Rendering, Vol 1+2, Addison Wesley, 2003 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, CRC press, 2nd edition, 2006 I. Kerlow, The Art of 3D Computer Animation and Effects, 4th Ed., J Wiley and Sons, 2009.
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