DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
CMP3005 | Analysis of Algorithms | Spring | 3 | 0 | 3 | 6 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | Non-Departmental Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | GUNET EROGLU |
Course Lecturer(s): |
Assist. Prof. TEVFİK AYTEKİN Prof. Dr. NAFİZ ARICA Assist. Prof. CEMAL OKAN ŞAKAR |
Recommended Optional Program Components: | None |
Course Objectives: | The objective of the course is to introduce the fundamental mathematical tools needed to analyze algorithms, basic algorithm design techniques, advanced data structures, and important algorithms from different problem domains. |
The students who have succeeded in this course; I. Become familiar with some major advanced data structures and algorithms. II. Become familiar with mathematical tools used in analyzing algorithms. III. Be able to analyze the asymptotic running time of an (iterative/recursive) algorithm. IV. Be able to make best/worst/average case analysis of algorithms. V. Become familiar with important algorithm design paradigms. VI. Be able to decide which data structure/algorithm among a set of possible choices is best for a particular application. VII. Be able to recognize and distinguish efficient and inefficient algorithms. VIII. Be able to design efficient algorithms for new problems using the techniques learned and apply/report these solutions in an intra-discipline project group. |
Introduction, asymptotic notation, empirical analysis of algorithms, designing algorithms, amortized analysis, brute force algorithms, divide and conquer algorithms, transform and conquer algorithms, space and time trade-offs, dynamic programming, greedy algorithms, advanced data structures, B-trees, Insertion and Deletion from B-trees, graphs and graph algorithms, P, NP, and NP-complete problems. |
Week | Subject | Related Preparation |
1) | Introduction, asymptotic notation. | |
2) | Empirical analysis of algorithms, analysis of algorithms, amortized analysis | |
3) | Recurrences, substitution method, recursion-tree method, master method. | |
4) | Brute Force Algorithms | |
5) | Divide and Conquer Algorithms | |
6) | Merge sort, quicksort, randomized quicksort, binary search | |
7) | Transform and Conquer Algorithms: Solving systems of linear equations with Gaussian ination elimination, Balanced Search Trees, Heaps and Heapsort, Horner's Rule and Binary Exponentiation | |
8) | Space and Time Trade-offs: Input Enhancement (Counting based sorting, string matching), Prestructuring (Hashing, Hash functions, open addressing). | |
9) | Midterm | |
10) | Dynamic Programming: Coin-row problem, Knapsack problem, Longest common subsequence. | |
11) | Dynamic Programming: Knapsack problem, Longest common subsequence. | |
12) | Greedy Algorithms: Activity selection, Huffman codes, Prim’s algorithm, Kruskal’s Algorithm | |
13) | Single-source shortest paths: The Bellman-Ford algorithm, Dijkstra's algorithm. | |
14) | P, NP, and NP-complete problems |
Course Notes / Textbooks: | Anany Levitin, The Design and Analysis of Algorithms, Pearson International Third Edition. Cormen, T. H., Leiserson, C. E., Rivest, R. L. and Stein, C., Introduction to Algorithms (3rd Edition), MIT Press, 2009. Sanjoy Dasgupta , Christos Papadimitriou, Umesh Vazirani, Algorithms, McGraw-Hill Education. |
References: | Yok - None |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 2 | % 10 |
Project | 1 | % 20 |
Midterms | 1 | % 30 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 40 | |
PERCENTAGE OF FINAL WORK | % 60 | |
Total | % 100 |
Activities | Number of Activities | Workload |
Course Hours | 14 | 42 |
Project | 7 | 21 |
Quizzes | 6 | 12 |
Midterms | 5 | 28 |
Final | 5 | 35 |
Total Workload | 138 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |