BOOK AI and Games
Technology · Machine Learning
A postgraduate course in artificial intelligence and games, following Yannakakis and Togelius from play and generation through player modeling to the ethical questions of the final chapter.
Brett Gamble · postgraduate · 45 hours · v0.1.3
About this course
AI and Games follows Artificial Intelligence and Games by Georgios N. Yannakakis and Julian Togelius, second edition, Springer, 2024. The book treats games as a setting in which artificial intelligence plays games, generates content, and models players.
Course learning objectives
- Explain the AI ideas the book treats as background for games, including representation, search, and the main learning paradigms, and the limits it places on that coverage.
- Describe how AI is used to play games, which methods the book assigns to that use, and how those methods differ by game genre.
- Explain procedural content generation as the book defines it, including constructive, search-based, and learning-based methods, and how generators are evaluated.
- Describe player modeling from observations to behavior and experience models, including what the input and output of such a model are.
- State how the three uses inform each other, which frontiers the book names, and the ethical limits it raises for elicitation, sensing, detection, and adaptation.
Modules in this course
- Introduction · 224 minutes
- AI Fundamentals · 180 minutes
- AI Methods for Games · 445 minutes
- Playing Games · 182 minutes
- Methods for Playing Games · 121 minutes
- Gameplaying AI by Game Genre · 313 minutes
- Procedural Content Generation · 195 minutes
- Methods for Generating Content · 180 minutes
- Procedural Content Generation by Content Type · 180 minutes
- Player Modeling · 208 minutes
- From Observations to Models of Players · 210 minutes
- Player Modeling Exemplified · 180 minutes
- Panorama and Map of Synergies · 180 minutes
- Frontiers of AI and Games Research · 180 minutes
- Ethics of AI and Games · 180 minutes
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