Game Artificial Intelligence

CS 4150/5150 - Fall 2014

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