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 |
CMP4501 | Introduction to Artificial Intelligence and Expert Systems | 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 : | Instructor BARIŞ ÖZCAN |
Recommended Optional Program Components: | None |
Course Objectives: | The course introduces basics of artificial intelligence. Basic search techniques used for problem solving, fundamentals of knowledge representation and logical formalisms, basic learning algorithms, and fundamentals of expert systems will be introduced. |
The students who have succeeded in this course; I. Be able to formulate a state space description of a problem II. Be able to select and implement brute-force or heuristic algorithm for a problem. III. Be able to implement minimax search with alpha-beta pruning. IV. Be able to compare and evaluate the most common models for knowledge representation. V. Be able to explain the operation of the resolution technique for theorem proving. VI.Be able to explain the differences among supervised and unsupervised learning. VII. Be able to explain the concepts of overfitting, underfitting, bias, and variance. VIII. Be able to implement some of the basic algorithms for supervised learning and unsupervised learning. IX. Be able to describe fundamentals of expert systems and evaluate them. |
Introduction to AI, state spaces and searching, heuristic functions and search, alpha-beta pruning, propositional and first-order predicate logic, propositional and first order inference, unification and resolution, linear regression, logistic regression, neural networks and backpropagation algorithm, Bayes’ rule and naive Bayes algorithm, clustering and k-means algorithm, fundementals of expert systems, software for expert systems. |
Week | Subject | Related Preparation |
1) | Introduction to AI | |
2) | State spaces and searching. | |
3) | Constraint Satisfaction Problems | |
4) | Searching with other agents. | |
5) | Markov decision processes I | |
6) | Markov decision processes II | |
7) | Midterm | |
8) | Reinforcement Learning | |
9) | Probability, Bayes' Rule and Bayes Nets | |
11) | Bayes’s rule and naive Bayes algorithm. | |
12) | Neural networks and backpropagation algorithm I | |
13) | Neural Networks and backpropagation algorithm II | |
14) | Large Language Models I | |
15) | Large Language Models II |
Course Notes / Textbooks: | Russell, S., Norvig, P., Artificial Intelligence: A Modern Approach, (3rd edition), 2009. Giarratano, J.C., Riley, G.D., Expert Systems: Principles and Programming, (4th edition), 2004. |
References: | Yok - None |
Semester Requirements | Number of Activities | Level of Contribution |
Quizzes | 5 | % 20 |
Project | 1 | % 25 |
Midterms | 1 | % 20 |
Final | 1 | % 35 |
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 | 35 |
Homework Assignments | 10 | 20 |
Quizzes | 6 | 16 |
Midterms | 5 | 15 |
Final | 5 | 20 |
Total Workload | 148 |
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. |