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Artificial Intelligence in Computer Games (Forår 2013)

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