Dansk - English
Kort version - Fuld version
Artificial Intelligence in Computer Games (Efterår 2012) |
|||
Kursuskode : | EAIT-U1 | ||
ECTS Point : | 7,5 | Status : | Tilvalg |
Placering : | 5-7 semester | Timer pr. uge : | 4 |
Længde : | 1 semester | Undervisningssprog : | Dansk hvis der ikke er engelsksprogede studerende tilstede |
Hovedindhold : | Strategic games are games with well defined rules for the cource of the game, and a strategy for applying these rules with the purpose of winning. Examples are tic-tac-toe, checkers and chess witch are so called perfect-information games, and games with chance ex. back-gammon. Strategic games serves as models for problem solving methods in computer science. Methods that are applied in engineering-tasks such as VLSI design, robot-navigation, jobshop-planning etc. Contents: Introduction to Artificial Intelligence. Problem solving by statespace search: We will analyse and implement algorithms to find way through a maze, shortest paths between cities, planning problems etc. Design and implementation of a game: We will learn how a computer plays chess, and we will implement our own chess-program, or other game of your own choise. Game theory, algorithm analysis, datastructures. Introduction to Machine learning - how can a computer program learn from it"s experience, Logic programming and knowledge representation. |
||
Undervisningsform : | First part of the course will be theory and experiments with simple games and problems. The rest of the course is a team project. Here you will implement a game of you own choice. Until now students have implemented: Chess, Checkers, Reversi, Backgammon, Five-in-a-row and Halma. Finaly we have a tournament, where the programs compete. |
||
Krævede forudsætninger : | OOP2 | ||
Ansvarlig underviser : | Bjørn Klint Christensen
, bjchr@dtu.dk |