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The goal of this course is to teach Artificial Intelligence (AI) techniques in computer
game design and development for computer scientists.
In this course the student will learn the principles of AI and how can they be applied in
the field of computer game design, the most popular techniques and technologies for
game implementation, and the many ways in which advances in computer graphics and
artificial intelligence influence game design.
This two days course is based on two AI Game Engines Asteroid and Raven; both of
them are developed in Visual C++ and have all components of modern Game Engines
such as path finding and different techniques of decision making. They already have
animation, graphics in 2D and 3D, sound etc. However in this part we are not concerned
with these last aspects. We are interested only in the AI-game Engines techniques. This
course is composed of 8 chapters and will consist of lectures and laboratory work.
Kursinhalt
In the first lab session, students will experiment with AI-game Engine called Asteroids.
In the second half of the lab will make first contact with pathfinding applications or
behavior based movement such as: Seek, Flee, Arrive, Pursuit and Evade.
In the lab session, students will experiment and implement the following apllications:
Wander, Pobstacle Avoidance, Interpose, Hide, and Wall Avoidance.
The source code of the following pathfinding searches: Breadth First Search, Depth First
Search, Best First Search, Dijkstra's and A* search will be distribued ,commented on,
discussed, modified, compiled and tested. The students will learn how pathfinding can be
used.
In the lab session students will experiment squads and will put the techniques learned in
chapter 1 and chapter 2 to work together. This task is realized with the famous game
called Raven.
Again, students will get the working source code of the Raven2, experiment it, modify
the code, implement their own idea and test it.
Prof. Dr. Taoufik Nouri, Fachhochschule Nordwestschweiz, Hochschule für Technik Seite 1/2
Chapter 4: Decision Making: Decision Tree, State Machine, Rule based
In this chapter, students start learning different kind of decision making commonly used
in AI-Game design such as State Machines with their transition diagrams, decision Trees
and Rule Based.
During the lab session, students will examine and implement State machine, decision
trees and Rule Based System. Students will master the use of these techniques in game
design.
In the lab session, students will implement the notion of FuSms in the Raven2 Game and
compare it to the traditional Game Engine used in part 3.
In the lab session students will experiment two implementations of Genetic Algorithms:
one in the Raven game Engine and the second in the Asteroid Game Engine.
In the lab session students will experiment many types of NN implemented in the Raven2
game Engine and the Asteroid Game Engine.
Prof. Dr. Taoufik Nouri, Fachhochschule Nordwestschweiz, Hochschule für Technik Seite 2/2