Checking date: 09/05/2022


Course: 2023/2024

Artificial intelligence in the entertainment industry
(15987)
Bachelor in Computer Science and Engineering (2011 Study Plan) (Plan: 256 - Estudio: 218)


Coordinating teacher: FERNANDEZ ARREGUI, SUSANA

Department assigned to the subject: Computer Science and Engineering Department

Type: Electives
ECTS Credits: 6.0 ECTS

Course:
Semester:




Requirements (Subjects that are assumed to be known)
Artificial Intelligence (Course: 2/ Semester: 2)
Objectives
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Skills and learning outcomes
Description of contents: programme
1. Introduction 2. Games, Movies, Others 3. Classic Programming 4. Search for roads 5. Decision-making 6. Finite state machines, Script-based systems (scripting) 7. Game Theory, Planning 8. Automatic learning 9. Applications 10. Recommendation systems 11. Artificial creativity 12. Simulation systems
Learning activities and methodology
Lectures (1 ECTS) -Oriented, among others, towards the competences related to knowledge of concepts, relations among them, techniques to be used, or ways to analyze and synthesize knowledge Practice (3 ECTS) - Oriented, among others, towards the competences related to work in teams, problem solving, work organization, or oral (presentation in public of projects or homeworks) and written communication (written reports on their homeworks and projects) Individual work (1,5 ECTS) -Oriented, among others, towards the competences related to planning, analysis, synthesis, critic reasoning, or concept acquisition (PO a,c,e,g, CECC4) Tutorials Final exam (0,5 ECTS)
Assessment System
  • % end-of-term-examination 40
  • % of continuous assessment (assigments, laboratory, practicals...) 60

Basic Bibliography
  • David M. Bourg, Glenn Seemann. AI for game developers. O'Reilly. 2004
  • Ian Millington, John Funge. Artificial Intelligence for Games. Morgan Kaufmann. 2009
  • Steve Rabin. AI game programming wisdom (1,2,3,4). Charles River Media. 2002-2008
Additional Bibliography
  • Mat Buckland. Programming Game AI by Example. Wordware Pub. 2004
  • Brian Schwab. AI game engine programming. Course Technology. 2008
  • S. Russell, P. Norvig. Artificial Intelligence: A Modern Approach. Prentice Hall. 2010

The course syllabus may change due academic events or other reasons.