SubjectsSubjects(version: 978)
Course, academic year 2025/2026
   Login via CAS
   
Artificial Intelligence for Computer Games - NAIL139
Title: Umělá inteligence pro počítačové hry
Guaranteed by: Department of Software and Computer Science Education (32-KSVI)
Faculty: Faculty of Mathematics and Physics
Actual: from 2025
Semester: winter
E-Credits: 5
Hours per week, examination: winter s.:2/2, C+Ex [HT]
Capacity: unlimited
Min. number of students: unlimited
4EU+: no
Virtual mobility / capacity: no
State of the course: taught
Language: English
Teaching methods: full-time
Guarantor: doc. RNDr. Tomáš Dvořák, CSc.
Teacher(s): Adam Dingle, M.Sc.
doc. RNDr. Tomáš Dvořák, CSc.
Mgr. Peter Guba
RNDr. David Šosvald
Incompatibility : NAIL122, NAIL134
Interchangeability : NAIL122, NAIL134
Is incompatible with: NAIL134
Is interchangeable with: NAIL134
Annotation -
This course focuses on advanced game AI techniques which can be used to implement a wide range of behaviours, from navigating difficult terrain to controlling units in real-time strategy games. An emphasis is placed on real-world use- cases.
Last update: Holan Tomáš, RNDr., Ph.D. (16.05.2025)
Aim of the course -

To gain an overview of algorithms and techniques commonly used in various kinds of games.

Last update: Holan Tomáš, RNDr., Ph.D. (16.05.2025)
Course completion requirements -

The course ends with successfully completing an exam and gaining a credit from the labs.

The credit from the labs is not required for taking the exam.

To gain a credit from labs, an active participation on labs is required as well as an implementation of chosen algorithm presented during lectures.

Last update: Holan Tomáš, RNDr., Ph.D. (16.05.2025)
Literature -

ADIL, Khan, et al. State-of-the-art and open challenges in RTS game-AI and Starcraft. International Journal of Advanced Computer Science & Applications, 2017, 8.12: 16-24.

BROWNE, Cameron B., et al. A survey of Monte Carlo tree search methods. IEEE Transactions on Computational Intelligence and AI in games, 2012, 4.1: 1-43.

CHURCHILL, David, et al. Starcraft bots and competitions. In: Encyclopedia of Computer Graphics and Games. Cham: Springer International Publishing, 2024, pp. 1742-1759.

COULOM, Rémi. Efficient selectivity and backup operators in Monte-Carlo tree search. In: 5th International Conference on Computer and Games. Berlin, Heidelberg: Springer Berlin Heidelberg, 2006, pp. 72-83.

FIORINI, Paolo; SHILLER, Zvi. Motion planning in dynamic environments using velocity obstacles. The International Journal of Robotics Research 17.7 (1998): 760-772.

GOLDBERG, Andrew V; HARRELSON, Chris. Computing the shortest path: A* search meets graph theory. SODA '05: Proceedings of the Sixteenth Annual ACM-SIAM Symposium on Discrete Algorithms, pp. 156 - 165.

HARABOR, Daniel; GRASTIEN, Alban. The JPS pathfinding system. Proceedings of the International Symposium on Combinatorial Search. Vol. 3. No. 1. 2012.

ONTANÓN, Santiago, et al. RTS AI problems and techniques. In: Encyclopedia of Computer Graphics and Games. Cham: Springer International Publishing, 2024, pp. 1595-1605.

ORKIN, Jeff. Three states and a plan: the AI of FEAR. In: Game Developers Conference. San Jose, California: CMP Game Group, 2006. p. 4.

RABIN, Steven (ed.). Game AI Pro: Collected Wisdom of Game AI Professionals. CRC Press, 2013.

REYNOLDS, Craig W. Steering behaviors for autonomous characters. In: Game Developers Conference, vol. 1999, pp. 763-782. 1999.

RUSSELL, Stuart J.; NORVIG, Peter, 2020. Artificial Intelligence: A Modern Approach (4th Edition). Pearson. ISBN 978-0134610993.

SILVER, David, et al. Mastering the game of Go without human knowledge. Nature 550.7676 (2017): 354-359.

SILVER, David, et al. A general reinforcement learning algorithm that masters chess, shogi, and Go through self-play. Science 362.6419 (2018): 1140-1144.

ŠUSTR, Z., et al. MetaCentrum, the Czech Virtualized NGI. In: EGEE Technical Forum. 2009.

ŚWIECHOWSKI, Maciej, et al. Monte Carlo tree search: A review of recent modifications and applications. Artificial Intelligence Review, 2023, 56.3: 2497-2562.

VAN DER BURG, Jur; LIN, Ming; MANOCHA, Dinesh. Reciprocal velocity obstacles for real-time multi-agent navigation. 2008 IEEE International Conference on Robotics and Automation. IEEE, 2008.

Last update: Dvořák Tomáš, doc. RNDr., CSc. (18.05.2025)
Teaching methods -

Various algorithms and case studies will be presented during the lectures and labs. The students will be tasked with implementing some of the discussed algorithms and coming up with their own AI implementation for a game of their choice. The latter task will be done in teams.

Last update: Holan Tomáš, RNDr., Ph.D. (16.05.2025)
Syllabus -
  • AI agent architectures, game state representations, forward model
  • Navigation: steering, velocity obstacles, pathfinding, JPS, A*, bidirectional A*, A* variants, navigation meshes
  • Grid computing, parameter optimization
  • Planning methods: goal-oriented action planning, hierarchical task networks
  • Monte Carlo Tree Search and its adjustments for various games
  • Machine learning in games, AlphaZero
  • AI problems in real-time strategy games and their possible solutions

Last update: Holan Tomáš, RNDr., Ph.D. (16.05.2025)
 
Charles University | Information system of Charles University | http://www.cuni.cz/UKEN-329.html