CSE 348 - AI Game Programming

Spring 2008

When and where  Tue & Thur, time: 14:35-15:50, room Christmas Saucon XS 201
Instructor  Héctor Muñoz-Avila, munoz@cse.lehigh.edu
Instructor's office hours  Wednesdays 4:00-5:00PM, Room 252 Packard Lab 

Announcements

** Our schedule for the whole semester is now complete. Each of you have several tasks (class presentation; projects as slave or master). Note that some of you have assignments as early as this Tuesday and that class presentations start in early February. Make sure that you are prepared with your tasks at the due date. These cannot be postponed. Please make sure that when you schedule outside events (e.g., interviews) these do not collide with the dates when you have an assigned task.

** Please read carefully the updated guidelines below for presentations and for projects (slave and master). Students must ensure that they fulfill these tasks at the scheduled dates

** Hall of Fame

Description

Over the past 20 years computer games have gone through a remarkable evolution in areas such as graphics and multi-player gaming. Another area where some evolution has been made is in the quality of the computer opponent. Despite this evolution, there is a big mismatch between what people in the game industry refer to as the "AI" (roughly, the program controlling the computer opponent) and what AI actually is ("...technology can be controlled especially if it is saturated with intelligence to watch over how it goes, to keep accounts, to prevent errors, and to provide wisdom to each decision"- Allen Newell, 1992). In this course, we will look at contemporary computer games, explore techniques for implementing the AI (from the perspective of the game industry) and study opportunities to use AI (from the research perspective) to enhance the gaming experience. Here are some of the topics that will be covered in the course:

* Pathfinding and Navigation Systems 
* Group Movement, Tactics, and Planning
* Applying Action Planning into Games 
* Adaptive Games
* FPS, Team-based RTS, and Turn-based games 
* Machine Scripting Language for Game Designers
* Player Modeling

Prerequisites: CSE 327 or CSE 109.

Note: It is strongly recommended that you take (before, at the same time, or at least afterwards) CSE 327 (AI) because some concepts learned in the AI course are closely related to topics covered in this course.

Trivia about Game AI

There is a technique for programming Game AI used in the game industry called "Kung-Fu Attack". It is used not only in many combat games but also in FPS games. Hint: check this clip from the immortal Bruce Lee. Specifically the part where he fights the 10 or more bad guys at the same time. How is he able to beat so many bad guys? (note: "because he is Bruce Lee!" is a plausible answer but not the one I am looking for). If you think you know the answer e-mail the instructor with subject "Kung-Fu Attack" (e-mail must come from a Lehigh e-mail account, otherwise it will be ignored).

Reading Material

Book: (recommended)
       Title: AI Game Programming Wisdom series
       Author: Steve Rabin (Editor)
       Publisher: Charles River Media

Communication

All announcements, handouts, etc. will be posted in this web site:

www.cse.lehigh.edu/~munoz/CSE348

Topics

Student's Work

This is a work-heavy course. The following activities will be performed by the students taking this course: