Gwybodaeth Modiwlau
Course Delivery
Delivery Type | Delivery length / details |
---|---|
Lecture | 18 Hours. |
Seminars / Tutorials | 2 seminars on the assignment |
Practical | 6 hours |
Assessment
Assessment Type | Assessment length / details | Proportion |
---|---|---|
Semester Exam | 2 Hours STANDARD 2 HOUR WRITTEN EXAMINATION | 70% |
Semester Assessment | WRITTEN ASSIGNMENT BASED ON COURSE MATERIAL | 30% |
Supplementary Assessment | Resit failed examination and/or resubmission of failed/non-submitted coursework components or ones of equivalent value | 100% |
Learning Outcomes
On successful completion of this module students should be able to:
Work independently.
Work in a team.
Respect the views and beliefs of others.
Listen.
Communicate in writing.
Communicate electronically.
Word-process.
Use the web.
Manage time and work to deadlines.
Research issues.
Solve problems.
Develop career awareness.
Brief description
This module begins with a motivational section on the use of AI in computer games programming: one of the cutting-edge applications of AI in use today. It then focuses on the foundational issue of search (finding solutions to problems) and introduces some basic, but important, learning methods.
Content
What is required to get computers to produce games AI?
Using AI and agents as a principle for this module.
Applications of AI such as bioinformatics, business, robotics.
Using manimax as an example of simplified game playing.
2. Uninformed Search [3 lectures]
Depth- and bredth-first search.
3. Informed Search [3 lectures]
Greedy/best-first search, A* search.
4. Evolutionary Computation for Search and Optimisation [3 lectures]
Genetic algorithms and the four GA operators:
- evaluation and the fitness function
- selection (tournament and roulettte wheel selection)
- crossover (various types)
- mutation.
5. Cluster ing [4 lectures]
K-means clustering.
Hierarchical clustering.
Overview of other clustering methods (Gaussian, fuzzy etc.)
6. Case-based reasoning and k-nearest neighbour [3 lectures]
Introducing the idea of learning from data, (transfuctive learning, not inductive learning).
Choosing the value of k.
Weighting the k members' contribution.
Module Skills
Skills Type | Skills details |
---|---|
Application of Number | Central to the module. |
Communication | During the seminars, students will be encouraged to provide their own answers to problems , and to communicate their thoughts between themselves and with the lecturer. |
Improving own Learning and Performance | The rationale of the module is to develop research skills and therefore develops the students' abilities in learning to learn and in personal performance monitoring. |
Information Technology | Use of IT will be vital for the completion of this module. |
Personal Development and Career planning | The module helps to promote personal development and helps students to plan for a career in research and industry. |
Problem solving | The assignment will require students to apply their newly gained AI knowledge to a problem. Only the outline of the solution will be given, so that the student must solve the details of the problem themselves. |
Research skills | Required to solve the problem in the assignment by first deiscovering the key missing information and then sourcing that information on their owm. |
Subject Specific Skills | Advanced Artificial Intelligence skills. |
Team work | This module will require pair or small-group working as part of the assignment. |
Notes
This module is at CQFW Level 5