Credits
4.5
Types
Elective
Requirements
This subject has not requirements
, but it has got previous capacities
Department
UB;CS
Teachers
Person in charge
- Inmaculada Rodríguez Santiago ( inmarodriguez@ub.edu )
Weekly hours
Theory
1
Problems
0
Laboratory
1.3
Guided learning
0.5
Autonomous learning
1
Competences
Generic
Academic
Professional
Teamwork
Information literacy
Reasoning
Objectives
-
Objectives referring to knowledge: Know cutting-edge technologies in the field of Virtual Environments, games and Virtual Worlds, and understand the role of artificial intelligence techniques in their development. Understand the importance of using Virtual Worlds (VWs) to enhance educational, social and business interactions within organizations.
Related competences: CT6, CEA10, CEA7, CEA8, -
Objectives referring to abilities, skills: acquire the capacity of discuss and analyze different approaches underlying artificial intelligence in Virtual Environments. Be able of developing AI generated environments, populated by AI agents (game agents).
Related competences: CT3, CT4, CEA8, CEP4, CG1,
Contents
-
1. Introduction to Virtual Worlds and Games
This section introduces virtual worlds and games as virtual environments where the application of AI techniques provides the user with more dynamic and engaging experiences. -
2. Artificial Intelligence in games
This section focuses on an overview of AI technologies applied in games for movement and decision making. -
3. Artificial Intelligence in Virtual Worlds
This section covers the application of artificial intelligence techniques in the virtual world field. A virtual world is an ideal habitat to incorporate AI based components.
Activities
Activity Evaluation act
Theoretical knowledge adquisition
In this activity the student adquires knowledge about concepts related to games and virtual worlds fields of study.Objectives: 1
Contents:
Theory
14h
Problems
0h
Laboratory
0h
Guided learning
0.2h
Autonomous learning
13h
Course practical assignments
In this activity the student will develop a pràctical assignment related to artificial intelligence techniques applied in virtual environments, games and virtual worlds.Objectives: 2
Contents:
Theory
4h
Problems
0h
Laboratory
22.5h
Guided learning
4h
Autonomous learning
20h
Proposal, presentation and discussion of a project using artificial intelligence either in a game or virtual environment
In this activity the student will propose and defend in an oral presentation a project involving artificial intelligence either in a game or virtual environment for e-* applications (e-bussiness, e-learning, e-simulation)Objectives: 2 1
Contents:
Theory
0h
Problems
0h
Laboratory
4.5h
Guided learning
3.5h
Autonomous learning
10h
Teaching methodology
The course unit will be taught through a series of theoretic sessions discussing several real applications. In these sessions new concepts will be introduced and discussed between students. Group discussion is strongly encouraged. Research papers will be provided to study the state-of-the-art of the introduced concepts.Students will develop practical assignments related to AI in games and virtual worlds.They also will analyse and study research papers and then propose some intelligent strategies in virtual environments. During the unit period, students will be assessed on in-class oral presentations.
Evaluation methodology
Students will work in groups. Each group will expose and present results of the practical project and a report related to the proposal of incorporation of AI in virtual environments. Marks for oral presentations, project development and submitted reports will be awarded on an individual basis.Bibliography
Basic
-
Programming game AI by example
- Buckland, M,
Wordware,
2005.
ISBN: 1556220782
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991003927229706711&context=L&vid=34CSUC_UPC:VU1&lang=ca -
AI for games
- Millington, Ian,
CRC Press,
2019.
ISBN: 9781351053303
https://www-taylorfrancis-com.recursos.biblioteca.upc.edu/books/mono/10.1201/9781351053303/ai-games-third-edition-ian-millington -
Virtual worlds: synthetic universes, digital life and complexity
- Heudin, J.-C,
Perseus book,
1999.
ISBN: 0738200506
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991003948699706711&context=L&vid=34CSUC_UPC:VU1&lang=ca -
Essential mathematics for games and interactive applications: a programmers guide
- Verth, J.M.V.; Bishop, L.M,
CRC Press,
2015.
ISBN: 9780429196232
https://www-taylorfrancis-com.recursos.biblioteca.upc.edu/books/mono/10.1201/b18870/essential-mathematics-games-interactive-applications-lars-bishop-james-van-verth -
Snow crash
- Stephenson, N,
Gigamesh,
2022.
ISBN: 9788417507541
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991005188675806711&context=L&vid=34CSUC_UPC:VU1&lang=ca -
Designing virtual worlds
- Bartle, R.A,
New Riders,
2004.
ISBN: 0131018167
https://discovery.upc.edu/discovery/fulldisplay?docid=alma991003605569706711&context=L&vid=34CSUC_UPC:VU1&lang=ca
Web links
- For more information, please visit: https://www.ub.edu/pladocent/?cod_giga=569396&curs=2024&idioma=ENG http://Pla docent UB