Workshops

Behaviour Trees

This week, we’ll be taking a look at behaviour trees in games and how they can be applied.

Classical Planning

We’re going to be extending our study of AI techniques by looking at classical planning technology, and how it can be applied within a games context.

Procedural Content Generation

This week we’ll be looking at ways of generating content using computers. Namely, looking at procedural content generation. There are many different kinds of PCG which have been used in games. Review of existing techniques Here are a few examples of PCG in games and how they have been applied. This list is far from complete, but should give you an idea of what is possible. Rouge’s Basin

Python Tutorial

We’ll be getting started with some python material this week. It’ll help feed into the work you do in COMP704. Python Basics Python is a duck-typed language, and is strongly typed. This means that although variables don’t have types, like you might be familiar with in other languages, values do. I’m not going to go into a great deal of python basics in this session, you are masters students and the getting started with python materials at the bottom of this guide are very well written.

Rule-Based AI

We’ll be looking at rule-based systems this week, with a focus on implementing them for controlling character behaviours in games. Plan A There are two possible routes for this weeks workshop. The first focuses on the GVG-AI competition framework. This is a good opporunity to see a very influential piece of AI work that is directly relevent to the material covered in this week’s online lecture. However, as Java isn’t one of the languages that the university usually uses, its taking a risk and will require a little setup.