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SECTION I: GENERAL INFORMATION ABOUT THE COURSE

Course Code Course Name Year Semester Theoretical Practical Credit ECTS
60613METOZ-DOT0557 Artificial Intelligence in Games 4 Fall 3 0 3 6
Course Type : Compulsory
Cycle: Bachelor      TQF-HE:6. Master`s Degree      QF-EHEA:First Cycle      EQF-LLL:6. Master`s Degree
Language of Instruction: Turkish
Prerequisities and Co-requisities: N/A
Mode of Delivery: Face to face
Name of Coordinator: RA MERAL DİDAR GÜZELKARA
Dersin Öğretim Eleman(lar)ı: Instructor HÜSEYİN ŞENCAN
Instructor GÖKHAN AYDIN
Dersin Kategorisi: Programme Specific

SECTION II: INTRODUCTION TO THE COURSE

Course Objectives & Content

Course Objectives: It's aimed that the student taking this course will gain the most basic information to understand what artificial intelligence is, and at the same time learn in detail the current artificial intelligence algorithms and apply them to the digital game design process.
Course Content: Artificial intelligence history, data structures, data processing, supervised / unsupervised learning, machine learning algorithms, artificial neural networks, deep learning, deep Q learning, Unity applications.

Course Specific Rules

None

Course Learning Outcomes (CLOs)

Course Learning Outcomes (CLOs) are those describing the knowledge, skills and competencies that students are expected to achieve upon successful completion of the course. In this context, Course Learning Outcomes defined for this course unit are as follows:
Knowledge (Described as Theoritical and/or Factual Knowledge.)
  1) Explain the basic terminology in the fields related to data.
Skills (Describe as Cognitive and/or Practical Skills.)
  1) Applies artificial intelligence concepts and techniques in different projects in the game.
    2.1) Adapts the appropriate algorithm to the relevant game project in artificial intelligence problems and interprets different model success percentages.
    2.2) Originally, synthesizes innovative game approaches in the field of artificial intelligence.
Competences (Described as "Ability of the learner to apply knowledge and skills autonomously with responsibility", "Learning to learn"," Communication and social" and "Field specific" competences.)
  1) Takes responsibility in artificial intelligence projects in accordance with the target.
  2) Manages his time effectively in individual and team projects.

Weekly Course Schedule

Week Subject
Materials Sharing *
Related Preparation Further Study
1) Introduction to Artificial Intelligence and History PPT
2) Artificial Intelligence Fundamentals and Data Structures PPT
3) CRISP-DM and Data Processing PPT
4) Introduction to Machine Learning: Supervised and Unsupervised Learning PPT
5) Linear / Logistic Regression PPT
6) Naive Bayes and KNN Algorithms PPT
7) SVM and Decision Tree Algorithms PPT
8) Introduction to artificial neural networks: Structure and basic elements of artificial neural networks PPT
9) Deep Learning Algorithms PPT
10) Deep Q - learning PPT
11) Analysis of Usage Examples of Artificial Intelligence in Games PPT
12) Unity and Machine Learning Kit Introduction
13) Game Applications with Unity
14) Game Applications with Unity II
*These fields provides students with course materials for their pre- and further study before and after the course delivered.

Recommended or Required Reading & Other Learning Resources/Tools

Course Notes / Textbooks: -Ethem Alpaydin. 2004. Introduction to Machine Learning (Adaptive Computation and Machine Learning). The MIT Press.
- Balaban M.E., Kartal, E., “Veri Madenciliği ve Makine Öğrenmesi Temel Kavramlar,
Algoritmalar, Uygulamalar”, Kitap Editörlüğü , Çağlayan Kitabevi, İSTANBUL,
2019.
References: -Yannakakis, G. N. and Togelius, J. (2018). Artificial Intelligence and Games. Springer.
-Han, J., & Kamber, M. (2012). Data mining: Concepts and techniques (3rd ed). Elsevier.
-Safadi, F., Fonteneau, R., & Ernst, D. (2015). Artificial Intelligence in Video Games: Towards a Unified Framework. International Journal of Computer Games Technology, 2015, 271296.

SECTION III: RELATIONSHIP BETWEEN COURSE UNIT AND COURSE LEARNING OUTCOMES (CLOs)

(The matrix below shows how the course learning outcomes (CLOs) associates with programme learning outcomes (both KPLOs & SPLOs) and, if exist, the level of quantitative contribution to them.)

Relationship Between CLOs & PLOs

(KPLOs and SPLOs are the abbreviations for Key & Sub- Programme Learning Outcomes, respectively. )
CLOs/PLOs KPLO 1 KPLO 2 KPLO 3 KPLO 4 KPLO 5
1 2 3 1 2 3 4 5 6 7 1 2 3 1 2 3 1 2 3 4 5 6 7 8 9 10 11 12
CLO1
CLO2
CLO3
CLO4
CLO5
CLO6

Level of Contribution of the Course to PLOs

No Effect 1 Lowest 2 Low 3 Average 4 High 5 Highest
           
Programme Learning Outcomes Contribution Level (from 1 to 5)
1) Defines the concepts of computer science and design techniques required in Digital Game Design. 2
2) Creates digital games supported with current technology and designs in line with the determined goals. 2
3) Designs artistic structure to support digital game design. 1
4) Analyzes the structures, logical framework and mechanisms of analog and digital games. 1
5) S/he acquires the competencies that develop by the expectations of business world and the society defined as the institutional outcomes of our university on the advanced level in relation with his/her field. 4

SECTION IV: TEACHING-LEARNING & ASSESMENT-EVALUATION METHODS OF THE COURSE

Teaching & Learning Methods of the Course

(All teaching and learning methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Teaching and Learning Methods defined at the Programme Level
Teaching and Learning Methods Defined for the Course
Lectures
Discussion
Case Study
Problem Solving
Demonstration
Views
Laboratory
Reading
Homework
Project Preparation
Thesis Preparation
Peer Education
Seminar
Technical Visit
Course Conference
Brain Storming
Questions Answers
Individual and Group Work
Role Playing-Animation-Improvisation
Active Participation in Class

Assessment & Evaluation Methods of the Course

(All assessment and evaluation methods used at the university are managed systematically. Upon proposals of the programme units, they are assessed by the relevant academic boards and, if found appropriate, they are included among the university list. Programmes, then, choose the appropriate methods in line with their programme design from this list. Likewise, appropriate methods to be used for the course units can be chosen among those defined for the programme.)
Aassessment and evaluation Methods defined at the Programme Level
Assessment and Evaluation Methods defined for the Course
Midterm
Presentation
Final Exam
Quiz
Report Evaluation
Homework Evaluation
Oral Exam
Thesis Defense
Jury Evaluation
Practice Exam
Evaluation of Implementation Training in the Workplace
Active Participation in Class
Participation in Discussions

Relationship Between CLOs & Teaching-Learning, Assesment-Evaluation Methods of the Course

(The matrix below shows the teaching-learning and assessment-evaluation methods designated for the course unit in relation to the course learning outcomes.)
LEARNING & TEACHING METHODS
COURSE LEARNING OUTCOMES
ASSESMENT & EVALUATION METHODS
CLO1 CLO2 CLO3 CLO4 CLO5 CLO6
-Lectures -Midterm
-Discussion -Presentation
-Case Study -Final Exam
-Problem Solving -Quiz
-Demonstration -Report Evaluation
-Views -Homework Evaluation
-Laboratory -Oral Exam
-Reading -Thesis Defense
-Homework -Jury Evaluation
-Project Preparation -Practice Exam
-Thesis Preparation -Evaluation of Implementation Training in the Workplace
-Peer Education -Active Participation in Class
-Seminar - Participation in Discussions
-Technical Visit
-Course Conference
-Brain Storming
-Questions Answers
-Individual and Group Work
-Role Playing-Animation-Improvisation
-Active Participation in Class

Contribution of Assesment & Evalution Activities to Final Grade of the Course

Measurement and Evaluation Methods # of practice per semester Level of Contribution
Homework Assignments 2 % 20.00
Midterms 1 % 30.00
Semester Final Exam 1 % 50.00
Total % 100
PERCENTAGE OF SEMESTER WORK % 50
PERCENTAGE OF FINAL WORK % 50
Total % 100

SECTION V: WORKLOAD & ECTS CREDITS ALLOCATED FOR THE COURSE

WORKLOAD OF TEACHING & LEARNING ACTIVITIES
Teaching & Learning Activities # of Activities per semester Duration (hour) Total Workload
Course 14 4 56
Laboratory 0 0 0
Application 5 6 30
Special Course Internship (Work Placement) 0 0 0
Field Work 0 0 0
Study Hours Out of Class 0 0 0
Presentations / Seminar 0 0 0
Project 2 12 24
Homework Assignments 1 12 12
Total Workload of Teaching & Learning Activities - - 122
WORKLOAD OF ASSESMENT & EVALUATION ACTIVITIES
Assesment & Evaluation Activities # of Activities per semester Duration (hour) Total Workload
Quizzes 2 6 12
Midterms 1 5 5
Semester Final Exam 1 5 5
Total Workload of Assesment & Evaluation Activities - - 22
TOTAL WORKLOAD (Teaching & Learning + Assesment & Evaluation Activities) 144
ECTS CREDITS OF THE COURSE (Total Workload/25.5 h) 6