Artificial Intelligence for Computer Games (Winter 2025/26)

Contents

This course focuses on the creation of artificial players for computer games. We will focus especially on games for which a forward model can be created and thus a search-based method of artificial intelligence can be used.  We will also be dealing with navigation and path-finding (previously covered by NAIL068), though we will not deal with neural networks and evolutionary algorithms (as they are taught elsewhere). We will build on the topics from Artificial Intelligence I (NAIL069) by discussing search-based methods suitable for games, e.g. Monte Carlo Tree Search.


News

Follow the appropriate channel at Gamedev Discord!
https://discord.gg/c49DHBJ


Dates

Lectures + Labs: Thursday 12:20 (S4), Friday 9:00 (S5), first lecture: 2.10.2025


Course Exam

There will be an oral examination done during the examination period. The list of topics will be provided by the end of the semester.

Schedule

Week Date Topic Lecturer Content Materials
1. 2.10.2025
12:20
Course introduction
Lecture
David Šosvald Introduction to the course content, small lecture about the complexity of creating an artificial player. PDF
1. 3.10.2025
9:00
Cancelled
2. 9.10.2025
12:20
Basics of AI player modeling, Forward model,
A*-based agent
Lecture
David Šosvald AI player and its position in the code architecture.
Common intelligent agents models (reflex and goal based) and their correspondence to the game’s architecture.
Game models for lookahead, their types. Forward model and game simulation.
Example of an A*-based agent construction using Super Mario AI framework and agents developed at MFF. Game space pruning tricks.
Details on A* algorithm: Artificial Intelligence I (MFF), Wikipedia
PDF
2. 10.10.2025
9:00
Pac-Man Agent
Lab
David Šosvald Pac-Man homework
Solve the famous Pac-Man game using A* with a forward model!
Delivery deadline: 24.10.2025 6:00 AM CEST
Deliver to: David Šosvald
PDF
3. 16.10.2025 12:20 F.E.A.R. AI, Classical Planning
Lecture
David Šosvald How to adapt classical planning methods for real-time FPS games. Case study of F.E.A.R. AI design. Hierarchical task networks. PDF
3. 17.10.2025
9:00
Game AI design crash course
Lab
Peter Guba A look at solutions to interesting AI challenges in various games. PPTX

Notes

4. 23.10.2025 12:20 Local navigation
Lecture
Adam Dingle Local navigation for AI agents: Reynolds steerings, combined behaviors.  Velocity obstacles. PDF
4. 24.10.2025 9:00 MetaCentrum
Lab
David Šosvald MetaCentrum homework
Introduction to grid computing and hyperparameter testing.
Jobs submission, tracking, logging, and results visualisation.
Code from lecture + Homework
Delivery deadline: 6.11.2025 end of day CEST
Deliver to: David Šosvald
PDF
5. 30.10.2025
12:20
Grid-based pathfinding
Lecture
Adam Dingle Reciprocal velocity obstacles. Grid-based pathfinding: JPS, JPS+.  Bidirectional Dijkstra’s algorithm. PDF
5. 31.10.2025
9:00
Game AI design crash course 2
Lab
Peter Guba A look at solutions to interesting AI challenges in various games. PPTX

Notes

6. 6.11.2025
12:20
Spatial awareness, Continuous pathfinding
Lecture
Adam Dingle BSP trees, raycasting. Navigation meshes.  Funnel algorithm for path optimization.  Bidirectional A*. The group assignment (GA) will be introduced. PDF

GA PPTX

GA Notes

6. 7.11.2025
9:00
Path-finding
Lab
Adam Dingle Navigation/pathfinding homework
Write an agent that steers a spaceship to gather gems in a series of mazes of increasing difficulty.  I will publish the top student scores – will you be among them?
Delivery deadline: 19.11.2025 end of day CEST
Deliver to: Adam Dingle
HW
7. 13.11.2025
12:20
MCTS – Introduction
Lecture
Peter Guba The Monte Carlo Tree Search (MCTS) algorithm is introduces and we look at some of its theoretical foundations, namely the Monte Carlo method and the Multi-armed Bandit problem. Video

PPTX

Notes

7. 14.11.2025
9:00
Game AI design crash course 3
Lab
Peter Guba A look at solutions to interesting AI challenges in various games. PPTX

Notes

8. 20.11.2025
12:20
MCTS Adjustments
Lecture
Peter Guba An exploration of ways of adapting MCTS to games where the default version can’t be applied. MCTS homework was assigned here. Homework repository link. Video

PPTX 1

PPTX 2

SA

Notes

8. 21.11.2025
9:00
RTS AI
Lab
Peter Guba We discuss how to approach the problem of designing AI for RTS games.
9. 27.11.2025
12:20
RTS AI
Lecture
Peter Guba We go over the different components of RTS AI and some ways of approaching them.
9. 28.11.2025
9:00
Generative AI tools for games
Lab
Peter Guba A look at some modern generative AI tools and how to use them in games.
10. 4.12.2025
12:20
RL 1
Lecture
Adam Dingle Introduction to deep reinforcement learning.  Policies and rewards.  Temporal difference learning.  Deep neural networks.  Backpropagation.  Optimizers.
10. 5.12.2025
9:00
Team project consultations
Lab
Everyone Will be scheduled individually.
11. 11.12.2025
12:20
RL 2
Lecture
Adam Dingle Algorithms for playing video games and strategy games using deep reinforcement learning.  Proximal Policy Optimization (PPO).  Generalized Advantage Estimation (GAE).  AlphaZero.  MuZero.
11. 12.12.2025
9:00
AlphaZero
Lab
Adam Dingle
12. 18.12.2025
12:20
Machine learning in games
Lecture
Peter Guba How AI based on machine learning is being used in games today – both in gameplay and in the background.
12. 19.12.2025
9:00
Team project consultations
Lab
Everyone Will be scheduled individually.
13. 25.-26.12.
2025
Merry Christmas
14. 1.-2.1.2026  and Happy New Year
15. 8.1.2026
12:20
Group project presentations Students present the results of their group projects.
15. 9.1.2026
9:00
Group project presentations Students present the results of their group projects.

The Credit

In order to gain the credit you will be required to finish all the assignments handed out during the semester within their deadlines.


Extra Links

Computational Complexity of Games and Puzzles

AI and Games YouTube Channel


Acknowledgement

https://gamedev.cuni.cz/wp-content/uploads/2018/10/logolink_OP_VVV_hor_barva_eng.jpg