CS
4150 / 5150
SPRING
2016 COURSE SCHEDULE
 
| 
   Week   | 
  
   Date   | 
  
   Topics   | 
  
   Readings  | 
  
   Note   | 
 
| 
   1  | 
  
   1/13  | 
  
   Course
  Overview and Syllabus (Lecture)  | 
  
      | 
  
   ·     
  Lecture ·     
    | 
 
| 
   1/15  | 
  
   Introduction
  to  game, AI and game AI (Lecture)  | 
  
   Chapter
  1 & 2: Ian Millington and John Fuge. AI
  for Games 2nd ed.   J. Togelius. Why video games are essential for inventing
  artificial intelligence  | 
  
   ·     
  Lecture/discussion ·     
  Homework 1 assigned  | 
 |
| 
   2  | 
  
   1/20  | 
  
   Introduction
  to AI Problem Solving (Lecture)  | 
  
   Chapter
  3: Russell S., Norvig P. Artificial
  intelligence- a modern approach, 2nd ed.  | 
  
   ·     
  Lecture  | 
 
| 
   1/22  | 
  
   Guest
  Lecture I (JulianTogelius)  | 
  
   General AI, General Game Playing  | 
  
   ·     
  Guest Lecture by
  Julian Togelius  | 
 |
| 
   3  | 
  
   1/27  | 
  
   Framework
  for game Design (Discussion)  | 
  
   Robin Hunicke et al. MDA: A Formal Approach to Game Design and Game
  Research    | 
  
   ·     
   ·     
  In-class discussion ·     
  Reading summary
  1 submitted  | 
 
| 
   1/29  | 
  
   AI
  in Computer Game Genres (Discussion)    | 
  
   Chapter
  12: Ian Millington and John Fuge. AI for
  Games 2nd ed.   *Research Directions for AI in Computer Game by Fairclough et al    | 
  
   ·     
  In-Class
  discussion ·     
  Reading summary 2 submitted ·     
  Homework 1 due *Graduate-Level
  only  | 
 |
| 
   4  | 
  
   2/3  | 
  
   Academic
  game AI Versus Industrial game AI  | 
  
  
      | 
  
   ·     
  In-class
  discussion ·     
  Reading summary 3 submitted    | 
 
| 
   2/5  | 
  
   AI
  for Pathfinding and perceptions in Computer Games
  (Discussion)  | 
  
   Chapter
  4.3: Ian Millington and John Fuge. AI for Games
  2nd ed.     Designing Artificial Intelligence for Games Part 2:
  Design & Implementation by Donald Kehoe  | 
  
   ·     
  In-Class
  discussion ·     
  Lecture: Pathfinding and
  Perceptions in Computer games (A*)    | 
 |
| 
   5  | 
  
   2/10  | 
  
   A* Pathfinding  | 
  
   Chapter
  7: AI for Game Developers. Dourg &Seemann     Artificial
  Intelligence Series - Part 1: Path Finding by Eduardo Gonzalez  | 
  
   ·     
  In-class
  discussion ·     
  Lecture ·     
  A* Code Implementation  | 
 
| 
   2/12  | 
  
   Finite
  State Machines and Planning  | 
  
   Chapter
  5: Ian Millington and John Fuge. AI for Games
  2nd ed.   Three
  States and a Plan: The A.I. of F.E.A.R. 
  Jeff Orkin   How
  to simplify your AI code with Finite State Machines  by
  Nathan Lovato  | 
  
   ·     
  In-class
  discussion ·     
  Lecture: FSM ·     
  Reading Summary 4 submitted ·     
  Homework 2 assigned  | 
 |
| 
   6  | 
  
   2/17  | 
  
   Decision
  Making in Game AI  | 
  
   Chapter
  5: Ian Millington and John Fuge. AI for Games
  2nd ed.    | 
  
   ·     
  In-class
  discussion ·     
  Lecture: Opponent Modeling  | 
 
| 
   2/19  | 
  
   Opponent
  Modeling for Game AI  | 
  
   Chapter
  7.4: Ian Millington and John Fuge. AI for
  Games 2nd ed.   Opponent
  modeling in real-time strategy games. Frederik Schadd et al    | 
  
   ·     
  In-class
  discussion ·      Reading summary 5
  submitted  | 
 |
| 
   7  | 
  
   2/24  | 
  
   Modelling
  Adaptive Game AI (Discussion)  | 
  
   Designing
  Artificial Intelligence for Games Part 1: Design & Implementation   Player-Centred Game Design: Player Modelling
  and Adaptive Digital Games. Darry Charles et al   *Opponent
  modelling for case-based adaptive game
  AI.  Sander C.J. Bakkes et al  | 
  
   ·     
  In-class
  discussion ·      Lecture: Adaptive
  Game AI ·       Game projects conceptualization *Graduate-Level
  only  | 
 
| 
   2/26  | 
  
   Road
  map for Computer Games AI (Discussion)    | 
  
   A
  Taxonomy of Video Games and AI    | 
  
   ·     
  In-class
  discussion ·     
  Lecture: Adversarial Search ·      Code Implementation ·      Reading summary 6
  submitted ·      Homework 2 due  | 
 |
| 
   8  | 
  
   3/2  | 
  
   Road
  map for Computer Games AI: Understanding Procedural Content Generation
  (Discussion)  | 
  
  
     The Future of PCG
  in Games : Gillian Smith   *"Search-Based
  Procedural Content Generation: A Taxonomy and Survey",Togelius et al.  | 
  
   ·     
  In-Class
  discussion ·      Lecture *Graduate-Level
  only    | 
 
| 
   3/4  | 
  
   Road
  map for Computer Games AI: Modelling player data
  (Discussion)  | 
  
  
   Georgios N. Yannakaki,
  Pieter Spronck, Daniele Loiacono, and Elisabeth Andre   Evolving
  Explicit Opponent Models in Game Playing. Alan J. Lockett et al   *Player behavioural modelling for
  video games by Sander et al  | 
  
   ·     
  In-Class
  discussion ·      Reading summary 7
  submitted ·      Project proposals/concepts due (extended till 3/7) ·      Midterm Seminar Topics Assigned *Grad students only  | 
 |
| 
   9  | 
  
   3/9  | 
  
   SPRING BREAK  | 
 ||
| 
   3/11  | 
 ||||
| 
   10  | 
  
   3/16  | 
  
   Road
  map for Computer Games AI: AI Architectures for NPC   | 
  
   Chapter
  5.9: Ian Millington and John Fuge. AI for
  Games 2nd ed. Dave
  Mark: "AI
  Architectures: A Culinary Guide"    Terry
  Wellmann: A Flexible AI Architecture for Production
  and Prototyping of Games (section 3.1)  | 
  
   ·      Lecture ·     
  In-Class Discussion ·      Project topics approved/project groups assigned  | 
 
| 
   3/18  | 
  
   Road
  map for Computer Games AI: Computational modeling of player experience   | 
  
   Chapter 2-3: Procedural Content Generation in Games A textbook
  and an overview of current research Pedersen, Togelius and Yannakakis:
  Modeling Player Experience for Content Creation,   Experience-Driven
  Procedural Content Generation: Georgios N. Yannakakis, and Julian Togelius  | 
  
   ·     
  Guest Lecture 2: Julian Togelius ·     
  Reading summary 8
  submitted  | 
 |
| 
   11  | 
  
   3/23  | 
  
    Midterm Seminar Presentation (seminar
  paper to be turned 
  in not later than 1 week afterward)  | 
 ||
| 
   3/25  | 
  
   Framework
  for Game AI: Monte Carlo Tree Search  | 
  
   The Monte Carlo
  Method for Game AI  Chaslot et al: Monte-Carlo Tree Search: A New Framework
  for Game AI  | 
  
   ·     
  Guest Lecture 3: Britton Horn ·     
  In-class discussion ·     
  Reading summary 9
  submitted ·     
  Home Work 3
  Assigned  | 
 |
| 
   12  | 
  
   3/30  | 
  
   Framework
  for Decision Learning in Computer games: Naïve Bayes
  Classifiers   | 
  
   Chapters
  7.4 – 7.5 Millington and John Fuge. AI for
  Games 2nd ed. Chapter
  3: Using
  Bayesian Networks for Modeling Computer Game Agents  | 
  
   ·     
  Lecture ·     
  In-Class Discussion
   ·     
  Reading summary 10
  submitted ·     
  Midterm Seminar
  Paper due  | 
 
| 
   4/1  | 
  
   AI
  Applications in Serious Games (Discussion)  | 
  
   A
  Literature Review of the Field of Serious Games. Mark Florya   Intelligent User
  Interfaces in Digital Games for Empowerment and Inclusion    | 
  
   ·     
  In-class
  discussion ·     
  Lecture  | 
 |
| 
   13  | 
  
   4/6  | 
  
    Guest Lecture 3: Game Data
  Analytics  (Alessandro Canossa)  | 
  
  
   Games
  and Analytics: A look through time.  | 
  
     ·     
  Guest Lecture 4: Alessandro
  Canossa  | 
 
| 
   4/8  | 
  
   Game
  Research Methods  | 
  
    Game
  Research Methods. Edited by P.Lankoski &
  S. Bjork. Pp 207-230 - Audio visual analysis of
  player experience- Read Chapters 18-20  | 
  
   ·     
  Guest Lecture 5: Casper Harteveld ·     
  In-Class Discussion ·     
  Reading Summary 11
  submitted  | 
 |
| 
   14  | 
  
   4/13  | 
  
   Final
  project presentation1  | 
  
      | 
  
   ·     
  Final project
  presentation: Grad students  | 
 
| 
   4/15  | 
  
   Final
  project Presentation 2  | 
  
      | 
  
   ·     
  Final project
  presentation: Undergrad  | 
 |
| 
   15  | 
  
   4/20  | 
  
   Revision
  / Final projects critique / Course Wrap-up  | 
  
   | 
  
   Final
  project report/documentation and software due on 4/25   |