Part A: Course Overview

Course Title: Games and Artificial Intelligence Techniques

Credit Points: 12.00

Terms

Course Code

Campus

Career

School

Learning Mode

Teaching Period(s)

COSC2527

City Campus

Undergraduate

140H Computer Science & Information Technology

Face-to-Face

Sem 2 2011,
Sem 2 2012,
Sem 1 2013,
Sem 2 2014,
Sem 2 2015

COSC2527

City Campus

Undergraduate

171H School of Science

Face-to-Face

Sem 1 2018,
Sem 2 2019,
Sem 2 2020,
Sem 1 2021

COSC2527

City Campus

Undergraduate

175H Computing Technologies

Face-to-Face

Sem 1 2022,
Sem 1 2023,
Sem 1 2024,
Sem 1 2025

COSC2528

City Campus

Postgraduate

140H Computer Science & Information Technology

Face-to-Face

Sem 2 2011,
Sem 1 2013,
Sem 2 2014,
Sem 2 2015

COSC2528

City Campus

Postgraduate

171H School of Science

Face-to-Face

Sem 1 2018,
Sem 2 2019,
Sem 2 2020,
Sem 1 2021

COSC2528

City Campus

Postgraduate

175H Computing Technologies

Face-to-Face

Sem 1 2022,
Sem 1 2023,
Sem 1 2024

COSC2997

RMIT University Vietnam

Postgraduate

175H Computing Technologies

Face-to-Face

Viet3 2024

Course Coordinator: Dr. Edouard Amouroux and Dr. Timothy Wiley

Course Coordinator Phone: +61 3 9925

Course Coordinator Email: Edouard.Amouroux4@rmit.edu.au and Timothy.Wiley@rmit.edu.au


Pre-requisite Courses and Assumed Knowledge and Capabilities

Enforced Pre-requisite courses
Successful completion of the following course/s:

Note: it is a condition of enrolment at RMIT that you accept responsibility for ensuring that you have completed the prerequisite/s and agree to concurrently enrol in co-requisite courses before enrolling in a course.

For your information go to RMIT Course Requisites webpage.

OR Recommended Prior Study
You should have satisfactorily completed or received credit for the following course/s before you commence this course: 

Assumed Knowledge
A working knowledge of (advanced) Object-Oriented Programming, fundamental algorithmics, and discrete mathematics.

 

If you have completed prior studies at RMIT or another institution that developed the skills and knowledge covered in the above course/s you may be eligible to apply for credit transfer. Alternatively, if you have prior relevant work experience that developed the skills and knowledge covered in the above course/s you may be eligible for recognition of prior learning.

Please follow the link for further information on how to apply for credit for prior study or experience.


Course Description

This course is an advanced seminar-style course involving a substantial practical component, developing a Computer Game incorporating Artificial Intelligence Techniques. You will be guided through readings and subject content each week by the course leader(s). You are required to have a laptop capable of running the latest “LTS” version of Unity.

Topics include both theoretical topics in selected artificial intelligence techniques pertinent to game implementation, as well as practical tools for implementing those techniques. You will use such tools and techniques to build a specified interactive game over the course of the semester, incorporating intelligent behaviours into the game. This course involves a significant level of self-learning (C#, Unity, game design, etc.) and hence it suited to more advanced students

If you are enrolled in this course as a component of your Bachelor Honours Program, your overall mark will contribute to the calculation of the Weighted Average Mark (WAM).

See the WAM information web page for more information.


Objectives/Learning Outcomes/Capability Development

This course contributes to the program learning outcomes:

  1. Apply various AI techniques and tools in the context of games programming;
  2. Design and develop a gaming application, based on existing games engines or platforms;
  3. Contribute effectively in a team environment to develop a complex software system.

For more information on the program learning outcomes for your program, please see the program guide.


Upon successful completion of this course, you will be able to:

  1. Demonstrate an understanding of various AI techniques and tools and how they are applied in the context of games programming;
  2. Design and develop a gaming application, based on existing games engines or platforms;
  3. Work effectively in a team environment to develop a complex software system.


Overview of Learning Activities

You will be actively engaged in a range of learning activities such as:

  • classes run by academic staff, to introduce you to the key concepts and tools required for successful completion of the programming project;
  • tutorials and/or labs and/or group discussions (including face-to-face and online forums) focused on projects and problem solving, providing feedback on progress and understanding, and used to discuss technical issues;
  • regular consultation with an assigned project supervisor (i.e. a staff member), providing guidance with learning activities, feedback on progress, and help with resolving any issues;
  • assignment deliverables, as described in Overview of Assessment and Assessment Tasks, designed to develop and demonstrate the practical aspects of the learning outcomes;
  • private and group study, for working through readings and gaining practice at solving conceptual and technical problems.

You are encouraged to be proactive and self-directed in your learning, asking questions of your lecturer and/or peers and seeking out information as required, especially from the numerous sources available through the RMIT library, andthrough links and material specific to this course that is available through myRMIT Studies Course.


Overview of Learning Resources

RMIT will provide you with resources and tools for learning in this course through myRMIT Studies Course.

There are services available to support your learning through the University Library. The Library provides guides on academic referencing and subject specialist help as well as a range of study support services. For further information, please visit the Library page on the RMIT University website and the myRMIT student portal. 


Overview of Assessment

Assessment Tasks

Assessment 1: Programming assignment 
Weighting: 30%
This assessment task supports CLOs : 1 and 2

Assessment 2: Programming assignment
Weighting: 30%
This assessment task supports CLOs : 1 and 2

Assessment 3: Programming assignment
Weighting: 40%
This assessment task supports CLOs : 1 and 3

If you have a long-term medical condition and/or disability it may be possible to negotiate to vary aspects of the learning or assessment methods. You can contact the program coordinator or Equitable Learning Services if you would like to find out more.