COMP30260 AI for Games and Puzzles

Academic Year 2018/2019

Competitive mind games, in particular Chess and Go, have long been recognised as proving grounds for Artificial Intelligence techniques, partly because they provide environments in which simple and thus easily formalised rules can lead to extremely complex skilled behaviours which are most challenging to simulate automatically. Even though the target of world-champion strength Chess programs has long been surpassed, parity with Go champions has only recently been achieved using techniques very different to those which succeeded with Chess. Some puzzles are so complex that algorithmic solution is not practical, and heuristic means of solving them is necessary. Some games with an element of chance, such as Poker and BackGammon, cannot be solved algorithmically either. Such games and puzzles require novel techniques, including learning from experience and (in games) modelling the reasoning of opponents, that bear more closely upon practical real-world problems than the idealisation of Chess does. The module covers elementary game theory, and presents a variety of heuristic game-tree search techniques. It proceeds to treat issues of pattern matching, reasoning using chunking, and machine learning, all in the realm of game playing and puzzle solving.

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Curricular information is subject to change

Learning Outcomes:

On successful completion of the module, students should be able to:- conceptualise a variety of problem domains in game theory terms- apply principles of game-tree search in abstract two-player situations- select game-tree search algorithms which are appropriate for a given problem type- recognise and begin to exploit the value of systematic records of expert behaviour

Student Effort Hours: 
Student Effort Type Hours
Lectures

24

Tutorial

18

Autonomous Student Learning

72

Total

114

 
Requirements, Exclusions and Recommendations
Learning Recommendations:

ntroductory AI: Game trees, Minimax, Alpha-Beta Pruning. The module COMP30030 should ideally have been already taken. Students should have some programming experience.



 
Description % of Final Grade Timing
Examination: End of semester exam

60

2 hour End of Trimester Exam
Assignment: Assignment 2

20

Week 11
Assignment: Assignment 1

20

Week 8

Compensation

This module is not passable by compensation

Resit Opportunities

In-semester assessment

Remediation

Students may resit or repeat the module. Resits may involve the resubmission of missed or unsatisfactory assignments and/or a written examination.