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MODULE DESCRIPTOR
Module Title
AI for Games
Reference CM4137 Version 1
Created October 2023 SCQF Level SCQF 10
Approved August 2017 SCQF Points 15
Amended July 2022 ECTS Points 7.5

Aims of Module
This module aims to provide advanced insights into the design, implementation, and optimisation of Artificial Intelligence (AI) systems for interactive digital environments. Students will explore cutting-edge techniques in AI with a specific focus on their application in video games. Through theoretical study and practice based learning, students will develop proficiency in creating intelligent, dynamic, and responsive virtual agents, equipping students with the skills necessary to design and implement sophisticated AI-driven gameplay experiences.

Learning Outcomes for Module
On completion of this module, students are expected to be able to:
1 Develop expertise in implementing AI algorithms tailored for video games, enabling creation of dynamic and responsive virtual agents.
2 Compose strategies to optimise AI computations, ensuring seamless integration within the game environment for a smooth player experience.
3 Conceptualise AI agents that adapt to changing game conditions.
4 Modify various aspects of gameplay, from enemy behaviour to non-player character interactions.
5 Critique AI algorithms, striking a balance between creating challenging gameplay and maintaining player enjoyment.

Indicative Module Content
Foundational AI Concepts; Pathfinding algorithms, decision trees, and behaviour trees, video game environments. Advanced AI; State machines, finite state automata, and reinforcement learning, intelligent and adaptive virtual agents. Real-time Optimisation Techniques; Ensuring AI systems operate seamlessly within a game's interactive framework. Simulation of Human-like Behaviours; Emotion-driven AI and procedural content generation. Ethics; Considerations and responsible AI deployment in games.

Module Delivery
Key concepts are introduced and illustrated through lectures and directed reading. The understanding of students is tested and further enhanced through interactive tutorials. In the laboratories, the student will progress through a sequence of exercises to develop sufficient knowledge and skills in AI, applicable to games.

Indicative Student Workload Full Time Part Time
Contact Hours 30 N/A
Non-Contact Hours 120 N/A
Placement/Work-Based Learning Experience [Notional] Hours N/A N/A
TOTAL 150 N/A
Actual Placement hours for professional, statutory or regulatory body    

ASSESSMENT PLAN
If a major/minor model is used and box is ticked, % weightings below are indicative only.
Component 1
Type: Coursework Weighting: 100% Outcomes Assessed: 1, 2, 3, 4, 5
Description: A coursework that explored and develops an AI-driven gameplay experience.

MODULE PERFORMANCE DESCRIPTOR
Explanatory Text
The calculation of the overall grade for this module is based on 100% weighting of C1. An overall minimum grade of D is required to pass the module.
Module Grade Minimum Requirements to achieve Module Grade:
A The student must achieve an A in C1.
B The student must achieve a B in C1.
C The student must achieve a C in C1.
D The student must achieve a D in C1.
E The student must achieve an E in C1.
F The student must achieve an F in C1.
NS Non-submission of work by published deadline or non-attendance for examination

Module Requirements
Prerequisites for Module None.
Corequisites for module None.
Precluded Modules None.

INDICATIVE BIBLIOGRAPHY
1 Sturtevant, N. R. (2019). Artificial Intelligence for Computer Games: An Introduction. CRC Press.
2 Isla, B., & Togelius, J. (2018). Artificial Intelligence and Games. Springer.
3 Yannakakis, G. N., & Togelius, J. (2018). Artificial Intelligence and Games: A New Approach to Game Design. Springer.
4 Santos, P. (2019). Unity Artificial Intelligence Programming (2nd ed.). Packt Publishing.
5 Hoover, A. K. (2021). Game AI Pro 360: Guide to Tactical Intelligence. CRC Press.


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