2IOE0 Interactive Intelligent Systems
|
|
|
- Alexis Burke
- 10 years ago
- Views:
Transcription
1 2IOE0 Interactive Intelligent Systems Erik de Vink, Huub van de Wetering TU/e Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
2 Introduction Course resources 1 wstahw/edu/2ioe0 2 wstahw/edu/2ioe0/studyguide.html 2IOE0 = Two India Oscar Echo Zero Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
3 Introduction Design Based Learning 1 Work in a team of upto 6 participants. 2 Apply knowledge of previous courses. 2IV60 Computer Graphics 2ID90 Artificial Intelligence 3 Process guided by tutors. Erik de Vink Huub van de Wetering 4 Realize an interactive intelligent system. 2015/16: a game Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
4 Introduction Team composition Time slots A (obligatory). either E (Tuesday afternoon, Thursday morning) or B (Monday afternoon, Wednesday morning) In the break find your favourite team mates with matching time slot preference. Restrictions Team size either 5 or 6. #teams in A #teams in B 1 Remaining issues are solved by the tutors. Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
5 Introduction Team resources Each team has a project room will be announced Each team is monitored by a tutor Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
6 Introduction Project execution For the rest, read study guide!!! Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
7 Interactive Intelligent System: Game should contain challenging/non-trivial/interesting elements of Computer Graphics geometry, rendering, algorithms, efficiency, HCI,... Artificial Intelligence searching, planning, learning,... Supporting tools may also earn you credits if properly designed, implemented, demonstrated, and reported upon. Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
8 Interactive Intelligent System: Game From both CG and AI two techniques are chosen. from a given list They should play an essential role in the realization of the game. The quality of their realization should be provable. Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
9 Terminology PC or player character: character controlled by a human player e.g. pac-man NPC or non-player character: the other characters e.g. the ghosts in Pac-Man Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
10 General Game Architecture GameState updates Simulator actions Renderer Controllers Game state: contains current state of the world may be queried on state of objects in the world Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
11 General Game Architecture GameState updates Simulator actions Renderer Controllers Controller: each character has at least one selects actions PC: controller interprets joy stick events NPC: controller is character s brain: AI,... Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
12 General Game Architecture GameState updates Simulator actions Renderer Controllers Renderer: renders the game state outputs images (and sounds) Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
13 General Game Architecture GameState updates Simulator actions Renderer Controllers Simulator: encodes how game state changes responds to actions of the controllers Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
14 General Game Architecture GameState updates Simulator actions actions Renderer NPC Controller PC Controller image sound input Player Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
15 Controllers either programmed or learned reactive controller: stateless function of its input stochastic controller more interesting to play against non-predictable NPC randomness may break symmetry to avoid, e.g. being trapped in a corner mimicks noise in real world for instance, add randomness to controller s output Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
16 Controllers Hierararchy several controllers together may determine the next (game) action, e.g. one controller determines goal of NPC a second controller searches a path to the goal a third controller computes next move. Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
17 Controllers Percept A percept functions as a filter/facade for the game state. game state is only available via its methods. may be replaced by another percept, for example, one which uses other from gamestate, a confused one with randomized values if (N)PC has taken a hit on the head. Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
18 Game Design Players: how many? Any requirements? Special knowledge, roles...? Objective: What is the objective of the game? Procedures: What are the required actions? Rules: Any limits on player actions? Rules regarding behaviour? Conflict: What causes conflicts? Outcome: What are the possible outcomes?... Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
19 Game Design All video game types are allowed: action, adventure, role-playing, simulation, strategy, sports,... But,be realistic Not everything is possible in one quartile. Make the CG and AI shine! Their roles should be essential and provable. Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
20 Game Realization Build modular decide on interfaces document interfaces Use fast prototyping iteratively build your game Play testing find problems tune parameters Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
21 First Team Actions 1 Make weekly appointment with tutor. 2 Read the studyguide. 3 Brainstorm on game concepts. 4 Work out a concept on paper Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
22 References 1 Artificial Intelligence for Computer Graphics, John David Funge. 2 Game Design Workshop, Tracy Fullerton. Erik de Vink, Huub van de Wetering (TU/e) 2IOE0 Interactive Intelligent Systems / 19
Computer Graphics AACHEN AACHEN AACHEN AACHEN. Public Perception of CG. Computer Graphics Research. Methodological Approaches - - - - - - - - - -
Public Perception of CG Games Computer Graphics Movies Computer Graphics Research algorithms & data structures fundamental continuous & discrete mathematics optimization schemes 3D reconstruction global
International University of Monaco 21/05/2012 16:01 - Page 1. Monday 30/04 Tuesday 01/05 Wednesday 02/05 Thursday 03/05 Friday 04/05 Saturday 05/05
International University of Monaco 21/05/12 16:01 - Page 1 Master in International Sport Business and Management - from 30 avril to 05 mai 12 Monday 30/04 Tuesday 01/05 Wednesday 02/05 Thursday 03/05 Friday
Part-time Diploma in InfoComm and Digital Media (Information Systems) Certificate in Information Systems Course Schedule & Timetable
Certificate in Information Systems Course Schedule & Timetable Module Code Module Title Start Date End Date Coursework Final Exam PTDIS010101 Management Information Tue, April 16, 2013 Tue, 2 April 2013
CAD and Creativity. Contents
CAD and Creativity K C Hui Department of Automation and Computer- Aided Engineering Contents Various aspects of CAD CAD training in the university and the industry Conveying fundamental concepts in CAD
Game Design From Concepts To Implementation
Game Design From Concepts To Implementation Overview of a Game Engine What is a Game Engine? (Really) Technical description of game: A Soft real-time interactive agent-based computer simulation A game
OCR LEVEL 3 CAMBRIDGE TECHNICAL
Cambridge TECHNICALS OCR LEVEL 3 CAMBRIDGE TECHNICAL CERTIFICATE/DIPLOMA IN IT DEVELOPING COMPUTER GAMES K/601/7324 LEVEL 3 UNIT 10 GUIDED LEARNING HOURS: 60 UNIT CREDIT VALUE: 10 DEVELOPING COMPUTER GAMES
1 st Year Induction. College of Business BSc Logistics and Supply Chain Management
1 st Year Induction College of Business BSc Logistics and Supply Chain Management Induction Week commencing Monday 14 th September 2015 Welcome Dear Student, All staff at the College of Business would
Grid Computing for Artificial Intelligence
Grid Computing for Artificial Intelligence J.M.P. van Waveren May 25th 2007 2007, Id Software, Inc. Abstract To show intelligent behavior in a First Person Shooter (FPS) game an Artificial Intelligence
Game Design and Programming
CS 673: Spring 2012 Game Design and Programming Nintendo Introduction Andy Nealen, Rutgers, 2012 1/19/2012 1 What is this class about? Game design Real world abstractions Visuals Interaction Design iterations
Fundamentals of Computer Science (FCPS) CTY Course Syllabus
Fundamentals of Computer Science (FCPS) CTY Course Syllabus Brief Schedule Week 1 Introduction and definition Logic and Gates Hardware Systems Binary number and math Machine/Assembly Language Week 2 Operating
Artificial Intelligence (AI)
Overview Artificial Intelligence (AI) A brief introduction to the field. Won t go too heavily into the theory. Will focus on case studies of the application of AI to business. AI and robotics are closely
TIME MANAGEMENT By Ann Marie Ross Created for CLASS and ECLP Revised Fall 2005 by Peggy Ozaki
TIME MANAGEMENT By Ann Marie Ross Created for CLASS and ECLP Revised Fall 2005 by Peggy Ozaki WHAT THIS HANDOUT IS ABOUT This handout will help you understand how to plan and organize your time more effectively
Typical programme structures for MSc programmes in the School of Computing Science
Typical programme structures for MSc programmes in the School of Computing Science 1 If you have a good degree in a subject other than computing: MSc Information Technology MSc Software Development 2 MSc
Some programming experience in a high-level structured programming language is recommended.
Python Programming Course Description This course is an introduction to the Python programming language. Programming techniques covered by this course include modularity, abstraction, top-down design,
Teaching Introductory Artificial Intelligence with Pac-Man
Teaching Introductory Artificial Intelligence with Pac-Man John DeNero and Dan Klein Computer Science Division University of California, Berkeley {denero, klein}@cs.berkeley.edu Abstract The projects that
CS130 - Intro to computer graphics. Dr. Victor B. Zordan [email protected] www.cs.ucr.edu/~vbz. Objectives
CS130 - Intro to computer graphics Dr. Victor B. Zordan [email protected] www.cs.ucr.edu/~vbz Objectives Explore basics of computer graphics Survey application areas Today, brief introduction to graphics
ActionScript 3 and Game Design
Lecture 2: ActionScript 3 and Game Design Promise Get you up to speed on Flash Tell you about an interesting experiment Teach basics of game design 2 Outline Updates Flash / ActionScript 3 What is a game?
International University of Monaco 27/04/2012 14:55 - Page 1. Monday 30/04 Tuesday 01/05 Wednesday 02/05 Thursday 03/05 Friday 04/05 Saturday 05/05
International University of Monaco 27/04/12 14:55 - Page 1 Master in International Business and Global Affairs - from 30 avril to 05 mai 12 Monday 30/04 Tuesday 01/05 Wednesday 02/05 Thursday 03/05 Friday
City University of Hong Kong
City University of Hong Kong Information on a Course offered by Department of Computer Science with effect from Semester A in 2014 / 2015 Part I Course Title: AI Game Programming Course Code: CS4386 Course
The Design Document. Videogame Design and Programming. Prof. Pier Luca Lanzi
The Design Document Videogame Design and Programming Reference 2 Chapter 14 The Design Document of the course textbook: Tracy Fullerton. Game Design Workshop, Second Edition. Morgan Kaufmann 2008. Chapter
Academic Calendar for Faculty
Summer 2013 Term June 3, 2013 (Monday) June 3-4, 2013 (Monday Tuesday) June 5, 2013 (Wednesday) June 5-6, 2013 (Wednesday Thursday) June 6, 2013 (Thursday) July 3, 2013 (Wednesday) July 4, 2013 (Thursday)
AS-D1 SIMULATION: A KEY TO CALL CENTER MANAGEMENT. Rupesh Chokshi Project Manager
AS-D1 SIMULATION: A KEY TO CALL CENTER MANAGEMENT Rupesh Chokshi Project Manager AT&T Laboratories Room 3J-325 101 Crawfords Corner Road Holmdel, NJ 07733, U.S.A. Phone: 732-332-5118 Fax: 732-949-9112
Games Development Education to Industry. Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems
Games Development Education to Industry Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems How do they get from inspiration to destination? Where do they
EXECUTIVE SUPPORT SYSTEMS (ESS) STRATEGIC INFORMATION SYSTEM DESIGNED FOR UNSTRUCTURED DECISION MAKING THROUGH ADVANCED GRAPHICS AND COMMUNICATIONS *
EXECUTIVE SUPPORT SYSTEMS (ESS) STRATEGIC INFORMATION SYSTEM DESIGNED FOR UNSTRUCTURED DECISION MAKING THROUGH ADVANCED GRAPHICS AND COMMUNICATIONS * EXECUTIVE SUPPORT SYSTEMS DRILL DOWN: ability to move
FINAL SCHEDULE YEAR 1 AUGUST 18 22 WEEK 1
YEAR 1 AUGUST 18 22 WEEK 1 TIME MONDAY (18) TUESDAY (19) WEDNESDAY (20) THURSDAY (21) FRIDAY (22) 11am 1 LUNCH LUNCH LUNCH LUNCH LUNCH 3 YEAR 1 AUGUST 25 29 WEEK 2 TIME MONDAY (25) TUESDAY (26) WEDNESDAY
VIDEO GAME DESIGN GRADES 4 5 FUN WITH LEGOS & K NEX GRADES K 5 SCIENCE WEDNESDAY: BONKERS FOR BLOOD GRADES K 5 ADVENTURES IN ANIMATION GRADES 3 5
FUN WITH LEGOS & K NEX WEDNESDAYS CHOOSE NO MORE THAN TWO SESSIONS, PLEASE! OCTOBER 15 & 22 OR NOVEMBER 5 & 12 OR DECEMBER 3 & 10 Cost: $10 Location: Preschool Room Students can build their own designs
ADVANCED COMPOSITION: AMERICAN ACADEMIC CULTURE
ADVANCED COMPOSITION: AMERICAN ACADEMIC CULTURE Dominic Ashby, Instructor Advanced Composition will help you to develop an insider s view of academic culture in the United States, with a special focus
BSc in Artificial Intelligence and Computer Science ABDAL MOHAMED
ABDAL MOHAMED Sections 1. History of AI in Racing Games 2. Neural Networks in Games History Gran Trak 10 Single-player racing arcade game released by Atari in 1974 Did not have any AI Pole Position Single-
School of Computer Science
School of Computer Science Computer Science - Honours Level - 2014/15 October 2014 General degree students wishing to enter 3000- level modules and non- graduating students wishing to enter 3000- level
Introduction to Computer Graphics. Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012
CSE 167: Introduction to Computer Graphics Jürgen P. Schulze, Ph.D. University of California, San Diego Fall Quarter 2012 Today Course organization Course overview 2 Course Staff Instructor Jürgen Schulze,
Masters in Computing and Information Technology
Masters in Computing and Information Technology Programme Requirements Taught Element, and PG Diploma in Computing and Information Technology: 120 credits: IS5101 CS5001 or CS5002 CS5003 up to 30 credits
CURRICULUM VITAE EDUCATION:
CURRICULUM VITAE Jose Antonio Lozano Computer Science and Software Development / Game and Simulation Programming Program Chair 1902 N. Loop 499 Harlingen, TX 78550 Computer Sciences Building Office Phone:
INTERNSHIP REPORT CSC410. Shantanu Chaudhary 2010CS50295
INTERNSHIP REPORT CSC410 Abstract This report is being presented as part of CSC410 course to describe the details of the internship done as part of the summer internship process of the IIT-Delhi curriculum.
OCR LEVEL 3 CAMBRIDGE TECHNICAL
Cambridge TECHNICALS OCR LEVEL 3 CAMBRIDGE TECHNICAL CERTIFICATE/DIPLOMA IN IT COMPUTER GAME DESIGN H/502/5671 LEVEL 3 UNIT 32 GUIDED LEARNING HOURS: 60 UNIT CREDIT VALUE: 10 COMPUTER GAME DESIGN H/502/5671
CHAPTER 6 TEXTURE ANIMATION
CHAPTER 6 TEXTURE ANIMATION 6.1. INTRODUCTION Animation is the creating of a timed sequence or series of graphic images or frames together to give the appearance of continuous movement. A collection of
Page 1 of 5. (Modules, Subjects) SENG DSYS PSYS KMS ADB INS IAT
Page 1 of 5 A. Advanced Mathematics for CS A1. Line and surface integrals 2 2 A2. Scalar and vector potentials 2 2 A3. Orthogonal curvilinear coordinates 2 2 A4. Partial differential equations 2 2 4 A5.
Game Artificial Intelligence Literature Survey on Game AI
Game Artificial Intelligence Literature Survey on Game AI ABSTRACT VENKATARAMANAN.K U058557W Supervisor: Dr. Xu Jian Xin Games have long been a popular area of AI research, and become a fast growing software
GAME DESIGN AND DEVELOPMENT TECHNOLOGY. Game Design and Development Technology I
GAME DESIGN AND DEVELOPMENT TECHNOLOGY Game Design and Development Technology I Unit 1: Orientation and Safety Competency 1: Introduction to Game Design Competency 2: Safety in the Computer Environment
DD1354. Christopher Peters. Sweden. http://www.csc.kth.se/~chpeters/
DD1354 Models and Simulation Christopher Peters HPCViz, KTH Royal Institute of Technology, Sweden [email protected] http://www.csc.kth.se/~chpeters/ The Course Team Johan Hoffman Christopher Peters [[email protected]]
JAVA-BASED FRAMEWORK FOR REMOTE ACCESS TO LABORATORY EXPERIMENTS. Department of Electrical Engineering University of Hagen D-58084 Hagen, Germany
JAVA-BASED FRAMEWORK FOR REMOTE ACCESS TO LABORATORY EXPERIMENTS Christof Röhrig, 1 Andreas Jochheim 2 Department of Electrical Engineering University of Hagen D-58084 Hagen, Germany Abstract: This paper
CONTROL CODE GENERATOR USED FOR CONTROL EXPERIMENTS IN SHIP SCALE MODEL
CONTROL CODE GENERATOR USED FOR CONTROL EXPERIMENTS IN SHIP SCALE MODEL Polo, O. R. (1), Esteban, S. (2), Maron, A. (3), Grau, L. (4), De la Cruz, J.M. (2) (1) Dept Arquitectura de Computadores y Automatica.
Innovation value pools for Utilities or Advanced Information and Communications (ICT) Technology in Energy
Innovation value pools for Utilities or Advanced Information and Communications (ICT) Technology in Energy Tony Court Director, Cisco Consulting Services Oct 2014 3 R s for Utility Success in 21 st Century
GAME:IT. Designing Good Games
GAME:IT Designing Good Games Question: What makes a computer game a game? A computer game is a software program in which one or more players make decisions through the control of game objects and resources
ISM 4113: SYSTEMS ANALYSIS & DESIGN
GENERAL INFORMATION: ISM 4113: SYSTEMS ANALYSIS & DESIGN COURSE SYLLABUS Class Times: Tuesday, Thursday 9:35 11:30 AM Class Location: HVNR 240 Professor: Dr. Aditi Mukherjee Office; Phone: STZ 360, 39-20648
Fundamentals of Real-Time Camera Design. Mark Haigh-Hutchinson Senior Software Engineer Retro Studios, Inc.
Fundamentals of Real-Time Camera Design Mark Haigh-Hutchinson Senior Software Engineer Retro Studios, Inc. Mark Haigh-Hutchinson 21 years in the games industry 40+ published titles Programmer / Designer
Hoosit Manufacturing Company. Management System
Management System Summary of Hoosit Management System and KPI s for Key Performance Indicators Profit & Loss KPIs Cash Flow Revenue Gross Margin Op Inc Sales Performance KPI s Cold Calls Made Appointments
15-466 Computer Game Programming Intelligence I: Basic Decision-Making Mechanisms
15-466 Computer Game Programming Intelligence I: Basic Decision-Making Mechanisms Maxim Likhachev Robotics Institute Carnegie Mellon University AI Architecture from Artificial Intelligence for Games by
Backward Scheduling An effective way of scheduling Warehouse activities
Backward Scheduling An effective way of scheduling Warehouse activities Traditionally, scheduling algorithms were used in capital intensive production processes where there was a need to optimize the production
Computer Game and Animation Past, Present, and Future
Computer Game and Animation Past, Present, and Future Computation Based Computer Game and Animation Past, Present, and Future Has gameplay, a pattern defined though a set of rules Changing objects over
Course Syllabus. Tuesday 4 pm to 5 pm & Thursday 4 to 5 pm
Course Syllabus Course Information: Course Title IAT 343: Animation (Spring 2012) Time & Location Lecture (Rm 2600): Tuesday 6:30 pm to 7:50 pm Lab (Rm 3140): D101: Wednesday 2:30 3:50 pm D102: Wednesday
Perfion Output Using Special Barcode fonts
Perfion Output Using Special Barcode fonts 1 Using Barcodes... 2 1.1 Perfion Barcodes... 2 1.2 Perfion Barcodes: when using other Design tools... 2 1.3 Barcode fonts... 2 2 Using Barcode fonts... 3 2.1
Certificate in Simulation August 8-12, 2016 - Philadelphia, PA
Order of schedule is subject to change during the 5 day program. MONDAY (Day 1) 8:00am - 9:00am Registration & Continental fast Introductions & Course overview 9:00am - 10:15am The Future of Simulation
Game Programming with DXFramework
Game Programming with DXFramework Jonathan Voigt [email protected] University of Michigan Fall 2006 The Big Picture DirectX is a general hardware interface API Goal: Unified interface for different hardware
Research Directions in Computer Game AI. Rafael Cabredo
Research Directions in Computer Game AI Rafael Cabredo Your speaker Rafael Cabredo Faculty at De La Salle University Research interests: AI in Computer Games Graphics Game Development Contact info: [email protected]
Masters in Human Computer Interaction
Masters in Human Computer Interaction Programme Requirements Taught Element, and PG Diploma in Human Computer Interaction: 120 credits: IS5101 CS5001 CS5040 CS5041 CS5042 or CS5044 up to 30 credits from
MATCHDAY 1 7-9 September 2014
MATCHDAY 1 7-9 September 2014 7 September Sunday 18:00 Group D 7 September Sunday 20:45 Group D 7 September Sunday 20:45 Group D 7 September Sunday 18:00 Group F 7 September Sunday 20:45 Group F 7 September
WEB & GRAPHIC DESIGN WARREN CHASE JOY SMOKER ADOBE INDESIGN I
WARREN CHASE BA, Rochester Institute of Technology. Partner and Lead Designer at Digital Eye, LLC. Warren has over 15 years experience creating websites and applications for a variety of clients. www.digitaleye.com
Predictive Act-R (PACT-R)
Predictive Act-R (PACT-R) Using A Physics Engine and Simulation for Physical Prediction in a Cognitive Architecture David Pentecost¹, Charlotte Sennersten², Robert Ollington¹, Craig A. Lindley², Byeong
International University of Monaco 11/06/2012 09:27 - Page 1. Monday 30/04 Tuesday 01/05 Wednesday 02/05 Thursday 03/05 Friday 04/05 Saturday 05/05
International University of Monaco 11/06/2012 09:27 - Page 1 Master in Finance - Hedge Funds and Private Equity - from 30 avril to 05 mai 2012 Monday 30/04 Tuesday 01/05 Wednesday 02/05 Thursday 03/05
Masters in Networks and Distributed Systems
Masters in Networks and Distributed Systems Programme Requirements Taught Element, and PG Diploma in Networks and Distributed Systems: 120 credits: IS5101 CS5001 CS5021 CS4103 or CS5023 in total, up to
Second Mares Conference Abstract Submission Guidelines
Second Mares Conference 1. Introduction 2 2. Abstract Submission & Conference Proceedings 2 3. Conference Programme 2 4. How to submit an abstract? 3 5. Oral Presentation Guidelines 4 6. Exhibition Guidelines
3.2.5.2 Degree Requirements
3.2.5.2 Degree Requirements Students in the BEng (Electrical Engineering) programme are required to complete a minimum of 160 MCs with a CAP 2.0 to graduate. In the first stage of the programme, students
Preproduction in the Game Development Process
Preproduction in the Game Development Process From Proposal to Prototype Instructor Sara R. Farr Preproduction At this point, you already have an approved game proposal outlining your game. Preproduction
LEADERSHIP DEVELOPMENT PROGRAMME
LEADERSHIP DEVELOPMENT PROGRAMME ARENA - Leadership Development Programme What is ARENA? If you are looking to: develop the skills, acquire the knowledge and understand the behaviours needed to be an effective
Business Intelligence Solutions for Gaming and Hospitality
Business Intelligence Solutions for Gaming and Hospitality Prepared by: Mario Perkins Qualex Consulting Services, Inc. Suzanne Fiero SAS Objective Summary 2 Objective Summary The rise in popularity and
Using Emergent Behavior to Improve AI in Video Games
Noname manuscript No. (will be inserted by the editor) Using Emergent Behavior to Improve AI in Video Games Janne Parkkila Received: 21.01.2011 / Accepted: date Abstract Artificial Intelligence is becoming
ENGINEERING & ENVIRONMENT ENROLMENT & INDUCTION INFORMATION
ENGINEERING & ENVIRONMENT ENROLMENT & INDUCTION INFORMATION Home & EU students only: Enrolment is entirely online, if you have been unable to, or had difficulty with any aspect of on-line enrolment, you
Game Development. What is a game?
Game Development Doron Nussbaum COMP 3501 - Game Development 1 What is a game? Doron Nussbaum COMP 3501 - Game Development 2 Books/Movie vs. Game Good books have Place Era Plot Characters Relationships
Introduction Computer stuff Pixels Line Drawing. Video Game World 2D 3D Puzzle Characters Camera Time steps
Introduction Computer stuff Pixels Line Drawing Video Game World 2D 3D Puzzle Characters Camera Time steps Geometry Polygons Linear Algebra NURBS, Subdivision surfaces, etc Movement Collisions Fast Distances
Programming Languages
Programming Languages Qing Yi Course web site: www.cs.utsa.edu/~qingyi/cs3723 cs3723 1 A little about myself Qing Yi Ph.D. Rice University, USA. Assistant Professor, Department of Computer Science Office:
3D MODELING AND TEXTURING FOR ANIMATION SYLLABUS
3D MODELING AND TEXTURING FOR ANIMATION SYLLABUS Course offered by ADDITIONAL SKILL ACQUISITION PROGRAMME (A joint initiative of Higher Education Department and General Education Department, Government
RECONNECT Workshop 2016. Mathematical and Computational Tools of Cybersecurity
RECONNECT Workshop 2016 Mathematical and Computational Tools of Cybersecurity Schedule Sunday; 12 JUN 16 1800 Welcome Huddle at the Hotel Thayer (give participants maps, review entry procedures and parking,
http://www.guido.be/intranet/enqueteoverview/tabid/152/ctl/eresults...
1 van 70 20/03/2014 11:55 EnqueteDescription 2 van 70 20/03/2014 11:55 3 van 70 20/03/2014 11:55 4 van 70 20/03/2014 11:55 5 van 70 20/03/2014 11:55 6 van 70 20/03/2014 11:55 7 van 70 20/03/2014 11:55
IMGD 1001 - The Game Development Process: Fun and Games
IMGD 1001 - The Game Development Process: Fun and Games by Robert W. Lindeman ([email protected]) Kent Quirk ([email protected]) (with lots of input from Mark Claypool!) Outline What is a Game? Genres
Lecture 14: Cost Estimation
Overview Project management activities Project costing Project scheduling and staffing Project monitoring and review General cost estimation rules Algorithmic Cost Modeling Function point model COCOMO
