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Artificial Intelligence in Computer Games (Spring 2013)

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 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.
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.
Finaly we have a tournament, where the programs compete.
Required prequisites : OOP2
Responsible teacher : Bjørn Klint Christensen , bjchr@dtu.dk