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
Final project live demos