Mundos Virtuales Normativos y Dinámicos

Usted está aquí

Créditos
4.5
Tipos
Optativa
Requisitos
Esta asignatura no tiene requisitos
Departamento
UB;CS
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.

Profesores

Responsable

  • Inmaculada Rodríguez ( )

Otros

  • Anna Puig Puig ( )

Horas semanales

Teoría
1
Problemas
0
Laboratorio
1.3
Aprendizaje dirigido
0.5
Aprendizaje autónomo
1

Competencias

Competencias Técnicas Genéricas

Genéricas

  • CG1 - Capacidad para proyectar, diseñar e implantar productos, procesos, servicios e instalaciones en todos los ámbitos de la Inteligencia Artificial.

Competencias Técnicas de cada especialidad

Académicas

  • CEA7 - Capacidad de comprender la problemática, y las soluciones a los problemas en la práctica profesional de la aplicación de la Inteligencia Artificial en el entorno empresarial e industrial.
  • CEA8 - Capacidad de realizar investigación en nuevas técnicas, metodologías, arquitecturas, servicios o sistemas en el área de la Inteligencia Artificial.
  • CEA10 - Capacidad de comprender las técnicas avanzadas de Interacción Persona-Máquina, y saber diseñar, implementar y aplicar estas técnicas en el desarrollo de aplicaciones, servicios o sistemas inteligentes.

Profesionales

  • CEP4 - Capacidad para disenar, redactar y presentar informes sobre proyectos informaticos en el area especifica de Inteligencia Artificial.

Competencias Transversales

Trabajo en equipo

  • CT3 - Ser capaz de trabajar como miembro de un equipo interdisciplinar ya sea como un miembro mas, o realizando tareas de direccion con la finalidad de contribuir a desarrollar proyectos con pragmatismo y sentido de la responsabilidad, asumiendo compromisos teniendo en cuenta los recursos disponibles.

Uso solvente de los recursos de información

  • CT4 - Gestionar la adquisicion, la estructuracion, el analisis y la visualizacion de datos e informacion en el ambito de la especialidad y valorar de forma critica los resultados de esta gestion.

Razonamiento

  • CT6 - Capacidad de evaluar y analizar de manera razonada y critica sobre situaciones, proyectos, propuestas, informes y estudios de caracter cientifico-tecnico. Capacidad de argumentar las razones que explican o justifican tales situaciones, propuestas, etc.

Objetivos

  1. 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.
    Competencias relacionadas: CEA7, CEA8, CEA10, CT6,
  2. 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.
    Competencias relacionadas: CG1, CEA8, CEP4, CT3, CT4,

Contenidos

  1. 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. 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. 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.

Actividades

Actividad Acto evaluativo


Theoretical knowledge adquisition

In this activity the student adquires knowledge about concepts related to games and virtual worlds fields of study.
Objetivos: 1
Contenidos:
Teoría
14h
Problemas
4h
Laboratorio
0h
Aprendizaje dirigido
0.2h
Aprendizaje autónomo
13h

Course practical assignments

In this activity the student will develop a pràctical assignment related to artificial intelligence techniques applied in virtual environments, games and virtual worlds.
Objetivos: 2
Contenidos:
Teoría
4h
Problemas
0h
Laboratorio
22.5h
Aprendizaje dirigido
4h
Aprendizaje autónomo
40h

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)
Objetivos: 2 1
Contenidos:
Teoría
0h
Problemas
0h
Laboratorio
4.5h
Aprendizaje dirigido
3.5h
Aprendizaje autónomo
10h

Metodología docente

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.

Método de evaluación

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.

Bibliografía

Básica:

  • Programming game AI by example - Mat Buckland, Wordware Publishing, 2004. ISBN: 1556220782
  • Artificial Intelligence for Games - Ian Millington, 2009. ISBN: 978-0-08-088503-2
  • Virtual Worlds: Synthetic Universes, Digital Life and Complexity - Jean-claude Heudin, ISBN: 0-738-20050-6
  • Essential Mathematics for Games and Interactive Applications - James M. Van Verth and Lars M. Bishop, Morgan Kaufmann, 2008. ISBN: 0123742978
  • Snow Crash - Neal Stephenson, Spectra, 1992. ISBN: 0-738-20050-6.
  • Designing Virtual Worlds - R. Bartle, New Riders, 2003.

Web links