Each day in the schedule shows what topics will be covered in class and what readings should be done before class on that day. Due dates for assignments and paper deadlines are also noted. Reading responses are due every Friday unless otherwise noted.
This schedule is subject to change over the semester. Any major changes will be announced in class.
Last update: November 5, 2014 2:32 PM
Course Overview
Wednesday, September 3
In-Class
Course overview, what is a game and what is game AI?
What is a Game? What is Game AI?
Monday, September 8
In-Class
MDA framework, game design activity
Reading
“Mechanics, Dynamics, and Aesthetics”, Robin Hunicke et al.
(graduate) Chapter 7, Game Design Workshop, Tracy Fullerton
Wednesday, September 10
In-Class
Knowledge representation, low-level vs. high-level AI
Reading
Chapter 1, AI Game Engine Programming, Brian Schwab
Friday, September 12
Due
Paper Outline
Monday, September 15
In-Class
Game AI and Society
Reading
"Do Artifacts Have Politics?", Langdon Winner
(graduate) Selections from "Artificial Knowing: Gender and the Thinking Machine", Alison Adam
Wednesday, September 17
In-Class
Paper Outline Discussion / Observing Human Behavior (weather-permitting)
Due Before Class
Paper Outline - Peer Feedback
Reading
The “Real World Bad AI” twitter feed
"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) “Grounded Theory in Ethnography” (pp. 21-25), from Constructing Grounded Theory, Kathy Charmaz
Low Level AI
Monday, September 22
In-Class
Pathfinding, A*
Reading
Chapter 4 – 4.4, Artificial Intelligence for Games, Ian Millington & John Funge
(graduate) “The AI Systems of Left 4 Dead”, Michael Booth [note that these are just ppt slides, and will require some interpretation]
Wednesday, September 24
In-Class
Flocking and Steering; Scripting vs. Emergence
Reading
“Flocks, Herds, and Schools: A Distributed Behavioral Model”, Craig Reynolds
Behavior AI
Monday, September 29
In-Class
Finite State Machines
Reading
Chapter 5 – 5.3 Artificial Intelligence for Games, Ian Millington & John Funge [link goes to all of chapter 5!]
Wednesday, October 1
In-Class
Slip Time / Assignment 1 - Discussion & Work Time
Friday, October 3
Due
No reading response this week.
Assignment 1
Sunday, October 5
Due
Midterm draft
Monday, October 6
In-Class
Behavior Trees - 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) "A Behavior Language for Story-Based Believable Agents", Michael Mateas and Andrew Stern
Wednesday, October 8
In-Class
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
Monday, October 13
NO CLASS - Columbus Day
Wednesday, October 15
In-Class
Guest Lecture: Alessandro Canossa - Game Analytics
Friday, October 17
Due
Midterm paper - peer feedback on draft
Monday, October 20
In-Class
Guest Lecture - Kevin Dill, Utility-Based AI
Reading
"A Game AI Approach to Autonomous Control of Virtual Characters" - Kevin Dill
(graduate) "Building an Angry Grandmother" - Kevin Dill
Wednesday, October 22
In-Class
Planning / Review of Approaches to NPC Behavior
Reading
"AI Architectures: A Culinary Guide" by Dave Mark
Friday, October 24
Due
Assignment 2
Procedural Content Generation
Monday, October 27
In-Class
What is procedural content generation?
Reading
"The Death of the Level Designer", parts one through six, Andrew Doull
"Understanding Procedural Content Generation: A Design-Centric Analysis of the Role of PCG in Games", Gillian Smith
(graduate) "What is Procedural Content Generation? Mario on the Borderline", Togelius et al.
Wednesday, October 29
In-Class
Grammars
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.
Monday, November 3
In-Class
Evolution
Reading
"Search-Based Procedural Content Generation: A Taxonomy and Survey", Togelius et al.
Wednesday, November 5
In-Class
Constraint-Driven Approaches
Reading
"Answer Set Programming for Procedural Content Generation: A Design Space Approach", Smith and Mateas
Monday, November 10
In-Class
PCG Game Jam
Wednesday, November 12
In-Class
PCG Game Jam
Monday, November 17
In-Class
Results from PCG Game Jam
Special Topics / Final Projects
Wednesday, November 19
In-Class
Project Proposal Workshop
Due
Assignment 3
Friday, November 21
Due
Paper
Monday, November 24
In-Class
Special Topics: Game Generation / slip time
Reading
TBD
Wednesday, November 26
NO CLASS - Happy Thanksgiving!!
Monday, December 1
In-Class
Special Topics: AI in the Game Design Process / slip time
Reading
TBD
Wednesday, December 3
In-Class
Final Project Presentations / Course Wrap-up