Lectures:
- Lecture 00 - Course Information
- Lecture 01 - Introduction to Artificial Intelligence
- Lecture 02 - Pathfinding
- Lecture 03 - Finite State Machines
- Lecture 04 - Automated Planning
- Lecture 05 - Randomness and Genetic Algorithms
- Lecture 06 - Sensor Systems
- Lecture 07 - Steering Behaviors
- Lecture 08 - Behavior Trees
- Lecture 09 - Machine Learning
Program:
- Introduction to Artificial Intelligence;
- Pathfinding (Djikstra and A* Pathfinding Algorithms);
- Finite State Machines;
- Automated Planning;
- Randomness and Probability;
- Sensor Systems;
- Steering Behaviours for Autonomous Agents;
- Behaviour Trees;
- Machine Learning.
References:
Buckland, M. (2004). Programming Game AI by Example. Jones & Bartlett Learning. ISBN: 978-1-55622-078-4.
Millington, I., Funge, J. (2009). Artificial Intelligence for Games (2nd ed.). CRC Press. ISBN: 978-0123747310.
Russell, S. and Norvig, P. (2009). Artificial Intelligence: A Modern Approach (3rd ed.). Prentice-Hall. ISBN: 0-13-604259-7.
Palacios, J. (2016). Unity 5.x Game AI Programming Cookbook. Packt Publishing Ltd. ISBN: 978-1-78355-358-7.