CSE 497 - Topics on AI and Computer Game Programming

Fall 2005

When and where  Mon & Wed & Fri, 12:10pm-1:00 pm, Maginnes Hall 105 
Instructor  Héctor Muñoz-Avila, munoz@cse.lehigh.edu
Instructor's office hours  Thursday 4:00-5:00PM, Room 252 Packard Lab 


** Announcements will be made here

** Hall of Fame


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

This is an experimental course that will require a substantial effort from the students (see Student's Work below).

Topics covered so far/to be covered

Reading Material

       Title: AI Game Programming Wisdom 2
       Author: Steve Rabin (Editor)
       ISBN: 1584502894
       Publisher: Charles River Media


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


Student's Work

The following activities will be performed by the students taking this course: