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Strategic Games (Spring 2004) |
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Course code : | ESTRAT-U01 | ||
ECTS Credits : | 7,5 | Status : | Optional for specified Programme |
Revised : | 20/02 2004 | Written : | 12/04 2002 |
Placement : | 5-7 semester | Hours per week : | 4 |
Length : | 1 semester | Teaching Language : | Danish if no English students are present |
Objective : | Strategic games are games with well-defined rules for the course of the game, and a strategy for applying these rules with the purpose of winning. Examples are tic-tac-toe, checkers and chess, which 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, job shop-planning etc. Our goal is to understand these algorithms and problem solving methods from computer science. | ||
Principal Content : | Introduction to artificial intelligence. How to program a chess-computer. Implement rules and strategy.Design and implement a strategic computer game of your own choice.Other areas of artificial intelligence: Neural networks and Machine learning. | ||
Teaching method : | First part of the course will be theory and programming exercises. The rest of the course is a team assignment. Here you will implement a game of you own choice. Until now students have chosen: Chess, Checkers, Reversi, Backgammon and 3D-tic-tac-toe.Finally we have a tournament, if possible. | ||
Required prequisites : | Documented knowledge corresponding to OOP2 | ||
Recommended prerequisites : | Good programming skills in C++, C# or Java | ||
Relations : | - | ||
Type of examination : | Oral examination based on assignments | ||
External examiner : | Internal | ||
Marking : | Scale of 13 | ||
Remarks : | Exam:At the examination each student is allocated 15 minutes.The examination is a group examination but the marking is individual.The evaluation is based on a general impression of the level achieved by the student relative to the objective of the course. The evaluation is based on the report, the oral performance and the functionality of the project.The group presents the project by giving well-prepared presentations.The duration of the presentation is approx. 5 minutes.The group is required to coordinate the presentations is such a way that the major aspects of the project are covered, that the presentations are different and that each individual presentations has a good technical span.After the presentation the supervisors and the external examiner pose questions inspired by the presentations and the report. The questions are a priori individual but may – if found relevant by the supervisors or the external examiner – form the basis of a broader group discussion.During the evaluation by the supervisors and the external examiner, the project group leaves the room. Afterwards the group is summoned and the individual marks are explained.If the student does not pass the examination, the student is given guidance on how to improve the chances of passing. | ||
Teaching material : | Alison Cawsey: The Essence of Artificial Intelligence. Prentice Hall 1998. ISBN 0-13-571779-5 | ||
Responsible teacher : | Bjørn Klint Christensen
, bjchr@dtu.dk |