CISC 489  -   Artificial Intelligence in Games  -  Fall 2018

M/W/F 2:30 pm-3:20 pm, 209 Smith Hall


Instructor: Daniel Chester  TA: Debarati Roy Chowdhury 
Office: 101G Smith Hall  Office: 203 Smith Hall 
Hours: Tu/F 3:30 pm-4:30 pm and by appt.  Hours: Mondays 10:00 AM to noon 
Phone: 831-1955  Phone: none 
Email: User: chester Domain: udel.edu Email: User: droyc Domain: udel.edu

Textbook

Programming Game AI by Example, by Mat Buckland, Wordware Publishing, 2005.
Note: This book can be downloaded for free from several places on the Internet, such as
At beginnersheap; click on submit button near bottom
IT ebooks

While the software associated with this textbook was originally written in C++, we will use a version that is written in Java. The code can be downloaded from sallyx In the chapters section, download "All chapters". You will need NetBeans to run this code. It can be downloaded for free from netbeans.org. The original C++ code is available, but you need an old version of Visual Studio to make it work.

Course Description

Artificial Intelligence is becoming an increasingly important part of computer and video games. The techniques that are often used in games for movement, pathfinding, decision making, tactics and strategy, and learning will be examined and implemented in several turn-based and real-time games.

Topics (tentative, not necessarily in the order to be covered)

Grading

plus four percent for doing the online course evaluation http://www.udel.edu/course-evals/ at the end of the semester.

The numerical scores will be combined, not the letter grades. Since the assignments and exams are not standardized, your course grade will depend not only on the weighted score you receive, but also on how your score compares with the score distribution for the whole class.

Policies


Assignments

assignment 1 Due September 17.
assignment 2 Due October 1.
assignment 3 Due October 8. Late homework will not be accepted after 6:00 PM on October 10 so that I can get my model solution to you before the midterm.
review 1
assignment 4 Due October 29.
assignment 5 Due November 5.
mab.zip java code: monkey gets the banana.
bt.zip simple behavior tree example.
btp.zip behavior tree example using parallel task.
assignment 6 Due November 26.
mabrules.txt rule set for monkey gets bananas problem
Mabps.java implementation of a simple rule based system
assignment 7 Due December 4.
review 2

Resources

roguebasin.roguelikedevelopment.org Roguelike games.
www.digital-eel.com/deep.htm Overview and links to dungeon crawl games.
Understanding Steering Behaviors
Lots of game programming stuff
Conga line bug Unintended emergent formation behavior in first 5 minutes of this video.
A* search algorithm (Wikipedia)
A* Algorithm with Python-Pygame
A* in Python Try various distance measures
quick pathafinding in a Dungeon
Incredible power of Dijkstra Maps
anticipating wall-following pathfinder

December 7, 2018