SUMMARY OF INFORMATION ON EACH COURSE/MODULE 1. Name of Course/Module/Subject Game Algorithms 2. 3. Course /Subject Code Status of Subject TGD 3351 4. MQF Level/Stage Bachelor – MQF Level 6 Specialization Core for B. CS (GD) Note : Certificate – MQF Level 3 Diploma – MQF Level 4 Bachelor – MQF Level 6 Masters – MQF Level 7 Doctoral – MQF Level 8 5. Version July 2009 (state the date of the last Senate approval) 6. 7. 8. 9. Pre-Requisite/Requirement for Registration TCP1201 Object-Oriented Programming & Data Structures Name(s) of academic/teaching staff John See Su Yang Wong Ya Ping Semester and Year offered Trimester 1 (Delta) Objective of the course/module/subject in the programme : To equip students with the fundamental algorithms and concepts in game programming and artificial intelligence (AI) and to provide exposure to hands-on game development and application of relevant game algorithms. 10. Justification for including the subject in the program : To provide students with knowledge of fundamental algorithms in game programming and exposure to hands-on game development 11. Subject Learning Outcomes : LO1: Describe fundamental game algorithms and artificial intelligence used in game development LO2: Explain game algorithms for both front-end and back-end parts of computer games LO3: Apply usage of artificial intelligence to accomplish complex behaviours in games LO4: Design specialised games that utilise relevant state-of-the-art game algorithms and artificial intelligence 12. Level 1 Cognitive 2 Cognitive 3 Cognitive 6 Mapping of Learning Outcomes to Programme Outcomes : Learning Outcomes LO1 LO2 LO3 LO4 13. Domain Cognitive PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 X X X X X Assessment Methods and Types : CQAAE/FORM/07 Ver.1, Rev.0 01.06.2013 Page 1 of 4 Method and Type Test Assignment Project 14. Description/Details Written test on algorithms and concepts Hands-on (programming) take-home assignment Game development prototype (applying relevant algorithms learnt) Percentage 20 20 60 Details of Subject Mode of Delivery Indicate allocation of SLT (lecture, tutorial, lab) for each subtopic (eg : Lecture, Tutorial, Workshop, Seminar, etc.) Topics 1. Introduction to Game Algorithms & Programming Overview of game algorithms, Game Architecture: Software, Game logic, Presentation, Programming. Types, Structures, Classes, Data Structures in Games. 2. Game Programming Fundamentals Sprites, Mapping matrices, Screen swapping, Scrollers (2-way, 4-way, Parallax), Isometric Engines (Pseudo3D). Cell Animation, Transformations 3. Collision Detection & Reaction Geometry of Collision Detection, Point Inclusion Tests, Various Bounding Box methods: Rectangle Collision, Per-Pixel Collision, Heightmap Collision 4. Overview of Game AI Complexity of Game AI, Perception Issues, Implementations of Game AI, Constraints of Speed & Memory, AI Engine 5. Movement Basic Movement Algorithms, Kinematics, Steering Behaviors, Group Behaviors (Flocking Algorithms), Combining Steering and Group Behaviors 6. Pathfinding Review of Graphs & Graph Representations, Djikstra (Shortest Path) Algorithm, A* Algorithm, MemoryEfficient Algorithms (IDA*, SMA*) CQAAE/FORM/07 Ver.1, Rev.0 01.06.2013 Lecture (Hrs) 2 Lab (Hrs) - Tutorial (Hrs) - 3 - 3 3 - 3 1 - - 3 - 4 finding 4 - 4 Page 2 of 4 7. Decision Making Decision Trees, Combination of Decisions, Random Decision Trees, Finite State Machines, Nondeterministic State Machines, Hierarchical State Machines, Fuzzy Logic, Fuzzy State Machines, GoalOriented Behavior, Rule-based Systems 8. Tactical & Strategic AI Waypoint Tactics, Tactical Pathfinding, Influence & Visibility Maps, Coordinated Action and Behavior in Groups 9. Advanced AI Techniques Learning & Predictive Methods: Probabilistic Theory and Bayesian Reasoning, Neural Networks 15. 16. king 6 - 6 4 - 4 2 - 2 28 - 26 Total Student Learning Face to Face Independent Time (SLT) Learning Lecture 28 28 Tutorials 26 26 Test 2 7 Assignment 20 Project 2 (for project progress update and consultation) 22 Sub Total 57 103 Total SLT 160 Credit Value 4 Reading Materials : Reference Materials Textbook 1. Millington, I., & Funge, J. (2009). Artificial 1. Bourg, D.M. & Seemann, G (2004). AI for Game Developers, O’Reilly Media Publishing, intelligence for games (2nd ed.). Morgan Kaufmann, USA. USA. 2. Buckland, M. (2005). Programming Game AI by Example, Wordware Publishing, USA. 3. Carter, C. (2009). Microsoft XNA Game Studio 3.0 Unleashed, SAMS Publishing, USA. CQAAE/FORM/07 Ver.1, Rev.0 01.06.2013 Page 3 of 4 17. Appendix (to be compiled when submitting the complete syllabus for the programme) : 1. Mission and Vision of the University and Faculty 2. Programme Objectives or Programme Educational Objectives 3. Programme Outcomes (POs) 4. Mapping of POs to the 8 MQF domain 5. Mapping of Los to the POs 6. Summary of the Bloom’s Taxonomy’s Domain Coverage in all the Los in the format below : Bloom’s Taxonomy Domain Learning Outcomes Subject (please state the learning Outcomes) TGD3351 Affective Cognitive Learning Outcome 1 1 Learning Outcome 2 2 Learning Outcome 3 3 Learning Outcome 4 6 Psychomotor 7. Summary of LO to PO measurement 8. Measurement and Tabulation of result for LO achievement 9. Measurement Tabulation of result for PO achievement Mapping Learning Outcome to Assessment No. Assessment A1 Test (20%) A2 Assignment (20%) A3 Project (60%) CQAAE/FORM/07 Ver.1, Rev.0 01.06.2013 LO1 LO2 X X X LO3 LO4 X X X Page 4 of 4