Dansk - English
Short version - Full version
Artificial Intelligence (Spring 2005) |
|||
Course code : | EAIT-U1 | ||
ECTS Credits : | 7,5 | Status : | Optional |
Placement : | 5-7 semester | Hours per week : | 4 |
Length : | 1 semester | Teaching Language : | Danish if no English students are present |
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. | ||
Responsible teacher : | Bjørn Klint Christensen
, bjchr@dtu.dk |