MPIA–Artificial Intelligence in Games
(January–Mars 2025)

Instructor: Tiago de Lima
Email: tiago.delima@univ-artois.fr
Office: Faculty of Sciences C306

This course is part of the module "Game Physics and Artificial Intelligence (MPIA)".

Level: 2nd year of the Masters degree
Credits: 5 ECTS (for the complete module)
Lectures: 10 h (10 × 60 min)
Labs:25 h (10 × 150 min)

You will learn concepts, models and techniques for programming the behaviour of game elements. It focuses mainly on the artificial intelligence of games.

Topics to be covered:

Prerequisites: Solid notions of algorithms and computer programming. The student is supposed to be able to write software in C++ and to use a game engine such as Unity or Unreal.

Schedule

Consult the timetable at ADE regularly. Course hours and rooms may change from one week to another.

datelecturelab
6 Jan Vectors; Steering: Steering library (submission: Feb 16)
13 Jan Ad-hoc behaviour:
20 Jan Search:
27 Jan Path finding:
3 Feb Goal-oriented behavior:
10 Feb Game theory:
24 Feb Game theory (cont.): Planning and path finding (submission: Mar 16)
3 Mar Game theory (cont.)
10 Mar Learning
17 MarProject defense

Evaluation

The assignments will be graded considering the correction and style of the code. Late submissions will be accepted with a penalty of 2 points per day. This means that an assignment submitted 10 days after the due date will be graded zero.

The evaluation of the course will be calculated based on the assignments as follows.

Physical engines assignments (M. Serf part): p

AI in Games assignments (M. de Lima part): a = lab1 + lab2

Session 1:

s1 = c = p + a 2

Session 2:

s2 = max ( e2 , e2 + c 2 )

About

The Moodle page of the course will be used for announces, lab project submissions and to communicate grades.

References

Steering Behaviors For Autonomous Characters (by Craig W. Reynolds)
A very good text about several different steering behaviours in games.
AI for Games (by Ian Millington)
Core Techniques and Algorithms in Game Programming (by Daniel Sánches-Crespo Dalmau New Riders)
Chapters 6, 7 and 8.
Artificial Intelligence and Games (by Georgis N. Yannakakis and Julian Togelius Springer)
Chapter 2
Artificial Intelligence: A Modern Approach (by by Stuart Russell and Peter Norvig)
Simply the leading textbook in Artificial Intelligence and one of the most used textbooks in computer science worldwide.