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UNIT TITLE: Artificial Intelligence for Games CREDIT POINTS: 20 FHEQ LEVEL: 6 UNIT DESIGNATION: Traditional UNIT CODE: CGP606 ACADEMIC SCHOOL: Media Technology Delivering School: Media Technology Date validated: May 2013 Date last modified: N/A Unit delivery model: CD Max & Min Student No: N/A Arts and Arts and TOTAL STUDENT WORKLOAD Students are required to attend and participate in all the formal scheduled sessions for the unit. Students are also expected to manage their directed learning and independent study in support of the unit. PRE-REQUISITES AND CO-REQUISITES: None UNIT DESCRIPTION This unit explores the role of Artificial Intelligence (A.I.) in delivering software solutions to real world problems. Emphasis is on those subjects that have immediate application, especially in the development of novel solutions within the games industry. The unit provides the student with advanced understanding of the power of a range of alternative solutions to difficult real world and simulated problems, as well as a variety of A.I. techniques available to software engineers to implement them. LEARNING OUTCOMES On successful completion of the unit, students should be able to: Cognitive Skills C1 Appraise and justify the application of A.I. techniques to given problem domains. Practical and Professional Skills P1 Apply A.I. techniques to given problem domains. P2 Reflect and report upon the application of A.I. techniques in regards to more traditional software solutions. Transferable and Key Skills T1 Use logical thinking to inform problem-solving and design decisions. AREAS OF STUDY Techniques Representation Models of symbolic and connectionist systems. Search Blind and heuristic approaches. Search spaces. Decision trees. Reasoning Logic, Production Systems, Forward and Backward Reasoning, Expert Systems. Uncertainty Bayesian approaches, Fuzzy logic. Machine Learning Back-propagation, Genetic Algorithms. Applications Natural Language Processing Syntax, Semantics and Ambiguity, Use of Metaphor. Games Pathfinding, Game Bots, Strategy. Robotics Control Systems, Industrial Robotics, Autonomous systems. Computer Vision Techniques, Applications. LEARNING AND TEACHING STRATEGY Lectures are supplemented with discussion seminars and laboratory sessions. Artificial Intelligence techniques are presented in the lectures, and the focus of these sessions is to engage the students in problem-solving using these A.I. techniques. The laboratory sessions will concentrate on the implementation of A.I. solutions using both symbolic and connectionist systems. The seminars will consider the application of these techniques to a range of current technological problems. ASSESSMENT STRATEGY The summative assessments are in the form of an individual Project Output and an individual Project Report. Students will receive formative feedback in laboratory sessions which will give them practical experience of the techniques required to successfully complete development of various A.I. systems. The individual Project Output (AE1) will develop and assess the student’s ability to evaluate, critique and question the applicability of the use of A.I. techniques for solving a given problem. This will involve development of A.I. technique(s) to solve a problem and evaluating the solution in the light of empirical results. The individual Project Report (AE2) will test the student’s ability to rationalise as well as suggest and design a solution to a given scenario and the ability to articulate an understanding of the range of available tools and techniques that are appropriate given the context and background of the problem. ASSESSMENT AE1 weighting: assessment type: length/duration: online submission: grade marking: anonymous marking: AE2 weighting: assessment type: length/duration: online submission: grade marking: anonymous marking: 50% Project Output 1000 words No Yes No 50% Project Report 2000 words No Yes No Aggregation of marks The marks for each element of assessment will be aggregated to give an overall mark for the unit. Re-assessment Arrangements Students referred in the Project Output (AE1) will be given a new assessment specification that requires the production of a new project output, which will involve development of A.I. technique(s) to solve a problem and evaluating the solution in the light of empirical results. Students referred in the Project Report (AE2) will be given a new problem scenario, and will be required to rationalise, suggest and design a solution to the problem by articulating an understanding of the range of available tools and techniques that are appropriate given the context and background of the problem. Unit Authors: Dr Brian Dupée/ Dave Horne Date of version: May 2013