In this course, we discuss and analyse different approaches of artificial intelligence techniques that can be applied to virtual environments such as 3D Virtual Worlds (VW) and games. Related to AI for games, we review a myriad of AI techniques for achieving dynamic and believable behaviour in non-player-characters. Related to AI in VWs, we introduce Normative Virtual Worlds (NVW) as virtual spaces where some interactions of participants (both human and software agents) are controlled by an Organization-Centered Multi-Agent System (OCMAS). In NVW, humans are informed about the evolution of their activities, and the underlined MAS arranges participants' interactions and prevents undesired participants behaviours.
Person in charge
Inmaculada Rodríguez (
Anna Puig Puig (
Generic Technical Competences
CG1 - Capability to plan, design and implement products, processes, services and facilities in all areas of Artificial Intelligence.
Technical Competences of each Specialization
CEA7 - Capability to understand the problems, and the solutions to problems in the professional practice of Artificial Intelligence application in business and industry environment.
CEA8 - Capability to research in new techniques, methodologies, architectures, services or systems in the area of ??Artificial Intelligence.
CEA10 - Capability to understand advanced techniques of Human-Computer Interaction, and to know how to design, implement and apply these techniques in the development of intelligent applications, services or systems.
CEP4 - Capability to design, write and report about computer science projects in the specific area of ??Artificial Intelligence.
CT3 - Ability to work as a member of an interdisciplinary team, as a normal member or performing direction tasks, in order to develop projects with pragmatism and sense of responsibility, making commitments taking into account the available resources.
CT4 - Capacity for managing the acquisition, the structuring, analysis and visualization of data and information in the field of specialisation, and for critically assessing the results of this management.
CT6 - Capability to evaluate and analyze on a reasoned and critical way about situations, projects, proposals, reports and scientific-technical surveys. Capability to argue the reasons that explain or justify such situations, proposals, etc..
Objectives referring to knowledge: Know cutting-edge technologies in the field of Virtual Environments, games and Virtual Worlds, and understand the role of artificial intelligence techniques in their development. Understand the importance of using Virtual Worlds (VWs), and in particular Normative and Dynamic Virtual Worlds, to enhance educational, social and business interactions within organizations. Go into the requirements of Normative Virtual Worlds, from the automatic generation of the 3D visualization of the normative environment to the simulation process of a normative virtual world, as well as their applications in real-life problems.
Objectives referring to abilities, skills: acquire the capacity of discuss and analyze different approaches underlying artificial intelligence in Virtual Environments. Be able of developing 3D simulation environments where both humans and software agents may participate. Evaluate different virtual worlds platforms and select the most adequate in a concrete case of study.
1. Introduction to Virtual Worlds and Games
This section introduces virtual worlds and games as virtual environments where the application of AI techniques provides the user with more dynamic and engaging experiences.
2. Artificial Intelligence in games
This section focuses on an overview of AI technologies applied in games for pathfinding, decision making, tactical and strategic and learning.
3. Artificial Intelligence in Virtual Worlds
This section covers the application of artificial intelligence techniques in the virtual world field. A virtual world is an ideal habitat to incorporate AI based components. In particular, agents based technology, shape grammars and intelligent objects can be used to enforce norms, generate and populate the virtual space with humans and software agents and enhance participants' experience.
Theoretical knowledge adquisition
In this activity the student adquires knowledge about concepts related to games and virtual worlds fields of study. Contents:
Proposal, presentation and discussion of a project using artificial intelligence either in a game or virtual environment
In this activity the student will propose and defend in an oral presentation a project involving artificial intelligence either in a game or virtual environment for e-* applications (e-bussiness, e-learning, e-simulation) Contents:
The course unit will be taught through a series of theoretic sessions discussing several real applications. In these sessions new concepts will be introduced and discussed between students. Group discussion is strongly encouraged. Research papers will be provided to study the state-of-the-art of the introduced concepts.
Students will develop practical assignments related to AI in games and virtual worlds.They also will analyse and study research papers and then propose some intelligent strategies in virtual environments. During the unit period, students will be assessed on in-class oral presentations.
Students will work in groups. Each group will expose and present results of the practical project and a report related to the proposal of incorporation of AI in virtual environments. Marks for oral presentations, project development and submitted reports will be awarded on an individual basis.
Programming game AI by example -
Wordware Publishing, 2004. ISBN: 1556220782
Artificial Intelligence for Games -
2009. ISBN: 978-0-08-088503-2
Virtual Worlds: Synthetic Universes, Digital Life and Complexity -
Essential Mathematics for Games and Interactive Applications -
James M. Van Verth and Lars M. Bishop,
Morgan Kaufmann, 2008. ISBN: 0123742978