Game Artificial Intelligence

CS 4150/5150 - Fall 2013

Each day in the schedule shows what topics will be covered in class, what readings will be due for that day, and what assignments will be due that day (if applicable). It also notes when assignments will be released to students.

This schedule is subject to change over the semester. Any major changes will be announced in class.

Week 1: Course Overview

September 6

In-Class
Course overview, what is a game and what is game AI?
Out
Midterm paper topic and requirements announced

Week 2: What is Game AI? / NPC Behavior - Pathfinding

September 10

In-Class
What is Game AI? (continued); game design activity
Reading
Mechanics, Dynamics, and Aesthetics”, Robin Hunicke et al.
Chapter 1, AI Game Engine Programming, Brian Schwab
(graduate only) Chapter 7, Game Design Workshop, Tracy Fullerton
Out
Assignment 1: Pacman vs. Ghosts

September 13

In-Class
Game Design Activity; Pathfinding and Search
Reading
Chapter 4 – 4.4, Artificial Intelligence for Games, Ian Millington & John Funge
(graduate only, undergrad recommended) Flocks, Herds, and Schools: A Distributed Behavioral Model”, Craig Reynolds
(optional)The AI Systems of Left 4 Dead”, Michael Booth [note that these are just ppt slides, and will require some interpretation] 

Week 3: NPC Behavior – Authoring Behaviors

September 17

In-Class
Understanding Human Behavior
Reading
The “Real World Bad AI” twitter feed [you are encouraged to come up with your own examples and tweet them to the account! the owner has said he'll RT appropriate examples]
"A Scenario-Based Design Method with Photo Diaries and Photo Essays", Kentaro Go [consider participating in such an activity as part of your reflection]
(graduate only) Grounded Theory in Ethnography” (pp. 21-25), from Constructing Grounded Theory, Kathy Charmaz
Due       
Midterm Paper Draft 1

September 20

In-Class:       
Scripting for AI, Finite State Machines
Reading:       
Chapter 5 – 5.3; 5.10, Artificial Intelligence for Games, Ian Millington & John Funge [link goes to all of chapter 5!]

Week 4: NPC Behavior – Making Plans and Communicating

September 24

In-Class:       
Goal-Oriented Action Planning
Reading       
Three States and a Plan: The A.I. of F.E.A.R.”, Jeff Orkin
(graduate only) Chapters 3 & 4, “Plans and Situated Actions”, Lucy Suchman
Due:               
Peer Feedback for Midterm Paper- outline draft

September 27

In-Class:       
Models of Player-NPC Communication
Reading:       
Before class, play Façade and Prom Week
The Eliza Effect, excerpt from "Expressive Processing", Noah Wardrip-Fruin
(graduate only) "ELIZA: a computer program for the study of natural language communication between man and machine", Joseph Weizenbaum

Week 5: NPC Behavior – Decision-Making

October 1

In-Class:       
Behavior Trees & Reactive Planning - Guest Lecture from Damian Isla
Reading:       
Chapter 5.4; 5.9, Artificial Intelligence for Games, Ian Millington & John Funge [link goes to all of chapter 5!]
Introduction to Behavior Trees”, #AltDevBlog, Bjoern Knafla
(graduate only) "A Behavior Language for Story-Based Believable Agents", Michael Mateas and Andrew Stern
Due
Assignment 1: Pacman vs. Ghosts
Out
Assignment 2: Platformer AI Turing Test

October 4

In-Class:       
Utility-Based AI - Guest Lecture from Kevin Dill
Reading:
"Design Patterns for the Configuration of Utility-Based AI", Dill et al.
"A Game AI Approach to Control of Autonomous Virtual Characters", Kevin Dill
Due:               
Midterm Paper Second Draft

Week 6: Procedural Content Generation – Props and Art

October 8

In-Class:       
What is Procedural Content Generation?
Reading:       
"The Death of the Level Designer", parts one through six, Andrew Doull
"Procedural Content Generation for Games: A Survey", Hendrikx et al.
(graduate only) "What is Procedural Content Generation? Mario on the Borderline", Togelius et al.

October 11

In-Class       
Generating Weapons and Props
Due
Peer feedback on midterm paper - draft 2
Reading       
"Automatic Content Generation in the Galactic Arms Race Video Game", Hastings et al.

Week 7: AIIDE Conference and Midterm Work Week!

October 15

In-Class
No class this week – AIIDE conference on campus

October 18

In-Class:       
No class this week – AIIDE conference on campus

Week 8: Procedural Content Generation – Environments

October 22

In-Class:       
Grammars for content generation
Reading:
(undergraduates choose one of these, graduates read both)    
"Procedural Modeling of Buildings", Muller et al.
"Launchpad: A Rhythm-Based Level Generator for 2D Platformers", Smith et al.
Due:               
Assignment 2: Platformer AI Turing Test
Out
Assignment 3: Mario Level Generation

October 25

Instructor Out Sick

Due
Midterm Paper [deadline extended to October 28, 11:59pm]

Week 9: Procedural Content Generation - Rules

October 29

In-Class:       
Optimization and Constraints
Reading:       
(undergraduates choose one of these, graduates read both)
"Search-Based Procedural Content Generation: A Taxonomy and Survey", Togelius et al.
"Answer Set Programming for Procedural Content Generation: A Design Space Approach", Smith and Mateas
Out
Final project proposal requirements.

November 1

In-Class:       
Game description languages and rule generation
Reading:   
"A Video Game Description Language for Model-Based or Interactive Learning", Tom Schaul
(graduate only) "EGGG: Automated Programming for Game Generation", Jon Orwant

Week 10: Procedural Content Generation - Storytelling

November 5

In-Class:       
Guest Lecture: Jeff Orkin, AI lead on F.E.A.R. and creator of The Restaurant Game
Topic: Crowdsourced Game AI
Reading:       
Jeff has suggested several resources, they are all listed below. Several are quite short, and you are not required to read all of them! Please choose at least two that look interesting to you and read before his guest lecture.
"The First Crowd-Designed Video Game Has Frogs, Lasers, and Hats"
"Pixar Vets Unveil a Genre-Bustin iPad Talk Show that Talks Back"
"Labeling Images with a Computer Game", Luis von Ahn and Laura Dabbish
"Story Generation with Crowdsourced Plot Graphs", Boyang Li et al.
"Online Case-Based Plan Adaptation for Real-Time Strategy Games", Sugandh et al.
"Understanding Speech in Interactive Narratives with Crowdsourced Data", Jeff Orkin and Deb Roy
Due:               
Assignment 3: Procedural Content Generation

November 8

In-Class:       
Knowledge representation; final project brainstorming
Reading:       
No reading today
Due:               
Final Project Proposal [Due November 10th, 11:59pm]

Important Note: There is no reading response due this week, and the reading assignments are intentionally lighter than usual. You should still do the reading. Take the extra time for your final project proposal.

Week 11: Special Topics I

November 12

In-Class:       
AI in the Game Design Process
Reading:       
None required

November 15

In-Class:       
Dynamic Difficulty Adjustment
Reading:       
"AI for Dynamic Difficulty Adjustment in Games", Hunicke & Chapman

Week 12: Special Topics II

November 19

In-Class:       
AI-Based Game Design
Reading:       
"AI-Based Game Design: Enabling New Playable Experiences", Eladhari et al.

November 22

In-Class:       
TBD
Final project: in-class discussion and work time
Reading:       
TBD

Week 13: Special Topics III

November 26

In-Class:       
TBD based on class poll
Reading:       
TBD

November 29

No class - Happy Thanksgiving!

Week 14: Final Project Live Demos

December 3

In-Class:       
Final project live demos