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Artificial Intelligence (Spring 2005)

Course code : EAIT-U1
ECTS Credits : 7,5 Status : Optional
Revised : 07/01 2005 Written : 07/01 2005
Placement : 5-7 semester Hours per week : 4
Length : 1 semester Teaching Language : Danish if no English students are present

Objective : Artificial Intelligence is a field of computerscience concerned with complicated problems that usually require human intelligence.
On completion of the course the student

- has knowledge of these fields of Artificial Intelligence: Game-theory, Heuristic search, Neural Networks, Machine learning, Logic programming.

- has practical experience from design and inplementation of complex recursive algorithms.

- has practical experience in analysis of performance and complexity as well as tuning of algorithms.

- has knowledge of strengths and weaknesses of the programminglanguages: Java, C++ and C#.

- has practical experience from team-based projects.
Principal Content : Strategic games are games with well defined rules for the cource of the game, and a strategy for applying these rules with the purpuse of winning. Examples are tic-tac-toe, checkers and chess wich are so called perfect-information games, and games with chance ex. back-gammon. Strategic games serves as moddels for problemsolving 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.

Problemsolving 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 Neural Networks, Machine learning - how can a computerprogram learn from it"s experience, Logic programming.
Teaching method : 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.

Finally we have a tournament, where the programs compete.
Required prequisites : Documented knowledge corresponding to OOP2.
Recommended prerequisites : Good programmering 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. T
he 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