FACULTY OF ENGINEERING

Department of Mechatronics Engineering

SE 354 | Course Introduction and Application Information

Course Name
Artificial Intelligence in Computer Games
Code
Semester
Theory
(hour/week)
Application/Lab
(hour/week)
Local Credits
ECTS
SE 354
Fall/Spring
3
0
3
5

Prerequisites
None
Course Language
English
Course Type
Service Course
Course Level
First Cycle
Mode of Delivery -
Teaching Methods and Techniques of the Course -
Course Coordinator
Course Lecturer(s)
Assistant(s) -
Course Objectives The objective of this course is to introduce students with the concepts of artificial intelligence in computer games The topics in this lecture include: kinematic movement, steering behaviour, pathfinding, decision making, tactical and strategic AI.
Learning Outcomes The students who succeeded in this course;
  • Students will be able to know how to use game trees in computer games
  • Students will be able to know how to use movement algorithms in computer games
  • Students will be able to know how to use path finding algorithms in computer games
  • Students will be able to know how to use tactical and strategic AI in computer games
  • Students will be able to know how to use learning and decision making algorithms in computer games
Course Description In this course, students learn the theoretical aspects of the commonly used artificial intelligence algorithms in computer games and practically implement these algorithms in their own computer games

 



Course Category

Core Courses
Major Area Courses
Supportive Courses
Media and Management Skills Courses
Transferable Skill Courses

 

WEEKLY SUBJECTS AND RELATED PREPARATION STUDIES

Week Subjects Related Preparation
1 Introduction, Game AI, Random Numbers Course book Ch 1-2
2 Kinematic Movement Course Book Ch 3
3 Steering Behaviors Course Book Ch 3
4 Pathfinding Course Book Ch 4
5 Project Meeting
6 Decision Making I Course Book Ch 5
7 Decision Making II Course Book Ch 5
8 Midterm
9 Tactical and Strategic AI Course Book Ch 6
10 Learning I Course Book Ch 7
11 Learning II Course Book Ch 7
12 Project Meeting
13 Board Games Course Book Ch 8
14 Supporting Technologies Course Book Ch 9-11
15 Project presentations
16 Review of the Semester

 

Course Notes/Textbooks Artificial Intelligence for Games, Ian Millington and John Funge. Morgan Kaufmann, 2. Edition. ISBN 0123747317
Suggested Readings/Materials Programming Game AI by Example, Mat Buckland, Wordware Publishing, ISBN 1556220782 Course slides and internet resources

 

EVALUATION SYSTEM

Semester Activities Number Weigthing
Participation
Laboratory / Application
Field Work
Quizzes / Studio Critiques
Portfolio
Homework / Assignments
Presentation / Jury
Project
1
30
Seminar / Workshop
Oral Exams
Midterm
1
30
Final Exam
1
40
Total

Weighting of Semester Activities on the Final Grade
2
60
Weighting of End-of-Semester Activities on the Final Grade
1
40
Total

ECTS / WORKLOAD TABLE

Semester Activities Number Duration (Hours) Workload
Theoretical Course Hours
(Including exam week: 16 x total hours)
16
3
48
Laboratory / Application Hours
(Including exam week: '.16.' x total hours)
16
0
Study Hours Out of Class
16
2
32
Field Work
0
Quizzes / Studio Critiques
0
Portfolio
0
Homework / Assignments
0
Presentation / Jury
0
Project
1
40
40
Seminar / Workshop
0
Oral Exam
0
Midterms
1
10
10
Final Exam
1
20
20
    Total
150

 

COURSE LEARNING OUTCOMES AND PROGRAM QUALIFICATIONS RELATIONSHIP

#
Program Competencies/Outcomes
* Contribution Level
1
2
3
4
5
1

To have knowledge in Mathematics, science, physics knowledge based on mathematics; mathematics with multiple variables, differential equations, statistics, optimization and linear algebra; to be able to use theoretical and applied knowledge in complex engineering problems

2

To be able to identify, define, formulate, and solve complex mechatronics engineering problems; to be able to select and apply appropriate analysis and modeling methods for this purpose.

3

To be able to design a complex electromechanical system, process, device or product with sensor, actuator, control, hardware, and software to meet specific requirements under realistic constraints and conditions; to be able to apply modern design methods for this purpose.

4

To be able to develop, select and use modern techniques and tools necessary for the analysis and solution of complex problems encountered in Mechatronics Engineering applications; to be able to use information technologies effectively.

5

To be able to design, conduct experiments, collect data, analyze and interpret results for investigating Mechatronics Engineering problems.

6

To be able to work effectively in Mechatronics Engineering disciplinary and multidisciplinary teams; to be able to work individually.

7

To be able to communicate effectively in Turkish, both in oral and written forms; to be able to author and comprehend written reports, to be able to prepare design and implementation reports, to present effectively, to be able to give and receive clear and comprehensible instructions.

8

To have knowledge about global and social impact of engineering practices on health, environment, and safety; to have knowledge about contemporary issues as they pertain to engineering; to be aware of the legal ramifications of engineering solutions.

9

To be aware of ethical behavior, professional and ethical responsibility; information on standards used in engineering applications.

10

To have knowledge about industrial practices such as project management, risk management and change management; to have awareness of entrepreneurship and innovation; to have knowledge about sustainable development.

11

Using a foreign language, he collects information about Mechatronics Engineering and communicates with his colleagues. ("European Language Portfolio Global Scale", Level B1)

12

To be able to use the second foreign language at intermediate level.

13

To recognize the need for lifelong learning; to be able to access information; to be able to follow developments in science and technology; to be able to relate the knowledge accumulated throughout the human history to Mechatronics Engineering.

*1 Lowest, 2 Low, 3 Average, 4 High, 5 Highest

 


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