AZ (algorytmika i złożoność obliczeniowa)PD (przetwarzanie danych)AI-PRAK (AI (II st.) praktyczne aspekty sztucznej inteligencji)
Opis przedmiotu:
In this lecture, belonging of course to the _AI4Games series_, we will mostly focus on the topic of Procedural Content Generation (PCG).
PCG is defined as the automatic creation of game content using algorithms.
Although nearly every aspect of games can be procedurally generated, the most common use cases are for maps, levels, items, and art assets. PCG is especially important for games that aim for replayability and/or indie games with limited budgets. There are even entire genres built around PCG, for example, dungeon crawlers or loot shooters.
I plan to cover most of the standard PCG approaches described in the research literature, probably focusing more on the search-based ones.
Also, I would like to make a little dive into real video game examples, e.g., the Civilization series, etc. (no hard promises on particular titles yet).
The lab exercises will mostly not be my standard "make a CodinGame AI implementation", and they will be more diverse. This may cause additional issues and chaos, but I think I will manage something reasonable. Also, this lecture is not meant to be hardcore.