Artificial Intelligence for Computer Games (Winter 2026/27)

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/wxAykVNynG


Dates

Lectures + Labs: Monday 17:20 (S4), Tuesday 15:40 (S7), first class: 29.9.2026 (28.9. is a national holiday)


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. 28.9.2026
17:20–18:50 (S4)
Lecture Cancelled – National holiday
1. 29.9.2026
15:40–17:10 (S7)
Course intro + Unity AI plugins
Lab
Peter Guba An introduction of the course and the field of game AI in general. Examples are accompanied by freely-available Unity tools that can be used for development. Slides
2. 5.10.2026
17:20–18:50 (S4)
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
2. 6.10.2026
15:40–17:10 (S7)
Pac-Man Agent
Lab
David Šosvald Pac-Man homework
Solve the famous Pac-Man game using A* with a forward model!
Delivery deadline: TBA
Deliver to: David Šosvald
3. 12.10.2026
17:20–18:50 (S4)
Local navigation
Lecture
Klára Pešková Local navigation for AI agents: Reynolds steerings, combined behaviors. Velocity obstacles.
3. 13.10.2026
15:40–17:10 (S7)
Game AI design crash course
Lab
Peter Guba A look at solutions to interesting AI challenges in various games.
4. 19.10.2026
17:20–18:50 (S4)
Grid-based pathfinding
Lecture
Klára Pešková Reciprocal velocity obstacles. Grid-based pathfinding: JPS, JPS+. Bidirectional Dijkstra’s algorithm.
4. 20.10.2026
15:40–17:10 (S7)
Guest-led Lab
Lab
Secret Guest
5. 26.10.2026
17:20–18:50 (S4)
Spatial awareness, Continuous pathfinding
Lecture
Klára Pešková BSP trees, raycasting. Navigation meshes. Funnel algorithm for path optimization. Bidirectional A*.
5. 27.10.2026
15:40–17:10 (S7)
Path-finding
Lab
Klára Pešková Navigation/pathfinding homework
Write an agent that steers a spaceship to gather gems in a series of mazes of increasing difficulty.
Delivery deadline: TBA
Deliver to: Klára Pešková
6. 2.11.2026
17:20–18:50 (S4)
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.
6. 3.11.2026
15:40–17:10 (S7)
Game AI design crash course 2
Lab
Peter Guba A look at solutions to interesting AI challenges in various games.
7. 9.11.2026
17:20–18:50 (S4)
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. The group assignment (GA) will be introduced.
7. 10.11.2026
15:40–17:10 (S7)
MetaCentrum
Lab
David Šosvald MetaCentrum homework
Introduction to grid computing and hyperparameter testing.
Jobs submission, tracking, logging, and results visualisation.
TDA: Code from lecture + Homework
Delivery deadline: TBA
Deliver to: David Šosvald
PDF
8. 16.11.2026
17:20–18:50 (S4)
MCTS Adjustments
Lecture
Peter Guba An exploration of ways of adapting MCTS to games where the default version can’t be applied.
8. 17.11.2026
15:40–17:10 (S7)
Lab Cancelled – National holiday
9. 23.11.2026
17:20–18:50 (S4)
RTS AI
Lecture
Peter Guba We go over the different components of RTS AI and some ways of approaching them.
9. 24.11.2026
15:40–17:10 (S7)
Game AI design crash course 3
Lab
Peter Guba A look at solutions to interesting AI challenges in various games.
10. 30.11.2026
17:20–18:50 (S4)
RL 1
Lecture
Klára Pešková Reinforcement learning. Agents and environments. Policies and rewards. Markov decision processes. Policy-based and value-based algorithms. Deep neural networks. SA
10. 1.12.2026
15:40–17:10 (S7)
Generative AI tools for games
Lab
Peter Guba A look at some modern generative AI tools and how to use them in games.
11. 7.12.2026
17:20–18:50 (S4)
RL 2
Lecture
Klára Pešková Playing games using deep reinforcement learning. Deep Q-networks (DQN). AlphaZero. SA
11. 8.12.2026
15:40–17:10 (S7)
AlphaZero
Lab
Klára Pešková
12. 14.12.2026
17:20–18:50 (S4)
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. 15.12.2026
15:40–17:10 (S7)
Team project consultations
Lab
Everyone Will be scheduled individually.
13. 21.-22.12.
2026
Merry Christmas
14. 28.-29.12.2026 and Happy New Year
15. 4.1.2027
17:20–18:50 (S4)
Group project presentations Everyone Students present the results of their group projects.
15. 5.1.2027
15:40–17:10 (S7)
Group project presentations Everyone Students present the results of their group projects.

The Credit

In order to gain the credit you will be required to finish the first three coding assignments handed out during the course and complete the group project. The last coding assignment will not need to be handed in, but doing so will result in a decreased grade for the course.


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