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Artificial Intelligence (Spring 2006) |
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Course code : | IAIT-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 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, jobshop-planning etc. Contents: Introduction to Artificial Intelligence. Problem solving by state space 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 computer program learn from its experience, Logic programming. |
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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. |
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Required prequisites : | Documented knowledge corresponding to OOP2. | ||
Responsible teacher : | Bjørn Klint Christensen
, bjchr@dtu.dk |