In this course, students will learn artificial intelligence algorithms, patterns and theories which are used throughout game programming.
Course Goals and Outcomes
Specific areas the course will look at include:
- Path finding
- Deicision trees
- State machines
- Fuzzy logic
- Creating more realistic behaviour
- Artificial “dumbness”
Programming Game AI by Example by Mat Buckland
Supplies and Equipment
Students are required to bring the following with them to classes: 3” binder with paper and tabs, notebook, pen, pencil, highlighter, calculator. It is required that students have computer access outside of class.