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Presentation
Presentation
In this curricular unit students should acquire knowledge about AI, both in terms of their theoretical and technical fundamentals and their practical application in areas related to videogames production.
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Class from course
Class from course
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Degree | Semesters | ECTS
Degree | Semesters | ECTS
Bachelor | Semestral | 3
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Year | Nature | Language
Year | Nature | Language
2 | Mandatory | Português
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Code
Code
ULP2533-25168
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Prerequisites and corequisites
Prerequisites and corequisites
Not applicable
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Professional Internship
Professional Internship
Não
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Syllabus
Syllabus
1. Introduction to AI Base Concepts Paradigms The role of AI in video games 2. Search Strategies General search algorithm Blind search algorithms Heuristic-based search algorithms Movement of Agents in space 3. Theory of Games Complete information games vs incomplete information games. Minimax; alpha-beta cut 4. Learning Inductive and Analytical Learning Neural Networks 5. Complementary algorithms Genetic Algorithms Genetic Programming generation of video content (AI, levels, art, etc.)
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Objectives
Objectives
They must develop the capabilities of research, analysis, synthesis and resolution of logical and systemic problems of high complexity, making use of AI techniques and advanced algorithms. They should also learn how AI can enrich the experience of a video games and therefore be able to apply the knowledge acquired in the form of the implementations of the various AI techniques for that purpose. In addition, they must also develop capacity for autonomous and group work, communication and work planning.
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Teaching methodologies
Teaching methodologies
project based learning
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References
References
Ian Millington, John Funge (2009), Artificial Intelligence for Games, CRC Press; 2nd Edition, ISBN 978-0123747310 Costa, Ernesto & Simões, A. (2008) Inteligência Artificial. Lisboa: FCA. Russell Stuart & Norving Peter. (2010). Artificial Intelligence: A Modern Approach. 2nd Rev Edit. Englewood Cliff, N.J., Prentice-Hall. CARTER, Richard, PETERS, Clifford, KYAW, Aung, SWE, Thet Naing. Unity 4.X Game AI Programming, Packt Publishing Limited, 2013
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Assessment
Assessment
Descrição dos instrumentos de avaliação (individuais e de grupo) ¿ testes, trabalhos práticos, relatórios, projetos... respetivas datas de entrega/apresentação... e ponderação na nota final.
Exemplo:
Descrição
Data limite
Ponderação
Teste de avaliação
dd-mm-yyyy
30%
Portfolio
dd-mm-yyyy
40%
(...)
Adicionalmente poderão ser incluídas informações gerais, como por exemplo, referência ao tipo de acompanhamento a prestar ao estudante na realização dos trabalhos; referências bibliográficas e websites úteis; indicações para a redação de trabalho escrito...
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Mobility
Mobility
Yes




