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About the Programme Academic Staff Program Qualifications Lessons Matrix of Course & Program Qualifications Turkish Qualifications Framework (TQF) TQF & Program Qualifications
  1. Vocational School of Information Technologies
  2. Department of Software, Application Development and Analysis
  3. Program in Game Development and Programming
  4. Course Structure Diagram with Credits
  5. Artificial Intelligence in Games
  6. Description
  • Description
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Last Updated: 26/06/2026

Code - Course Title Course Type Laboratory + Practice ECTS
OGP219 - Artificial Intelligence in Games III. SEMESTER 2 +2 5.0
Language of Instruction Türkçe
Course Type Required Courses
Course Instructor(s) ÖĞR. GÖR. GÜVENÇ USANMAZ
Mode of Delivery This course is delivered through face-to-face instruction. Theoretical lectures and laboratory sessions are integrated throughout the semester. The default engine for practical work is Unity (C#); the instructor may prefer an equivalent game engine (e.g., Unreal Engine, Godot).
Place of Delivery
Used Educational Platforms
Prerequisites There are no prerequisites or co-requisites for this course.
Courses Recomended It is recommended to have completed OGP104 Programming II, OGP108 2D Game Development Studio and XXX7965 Data Structures and Algorithms in Games before taking this course. Basic programming, data structures and graph knowledge will facilitate the learning process.
Recommended Resources Millington, I. & Funge, J. (2009). Artificial Intelligence for Games (2nd ed.). CRC Press — selected chapters.Buckland, M. (2005). Programming Game AI by Example. Wordware — selected chapters.Unity Manual — NavMesh and AI: https://docs.unity3d.com/Unity ML-Agents Toolkit documentation: https://unity-technologies.github.io/ml-agents/
Work Placement This course has no internship or placement requirement.
Aims of the Course

Weeks Learning Outcomes Topics Teaching Methods
Week - 1 Introduction to game AI; agent concept, NPC, difficulty tuning; how game AI differs from academic AI.
Week - 2 Finite state machines (FSM); states, transitions and hierarchical FSM.
Week - 3 Pathfinding fundamentals; graph and grid representation, the A* algorithm.
Week - 4 Unity NavMesh; agent, obstacle and off-mesh links.
Week - 5 Steering behaviors; seek, flee, arrive, wander.
Week - 6 Perception systems; vision cone, hearing and memory/attention models.
Week - 7 Behavior trees; selector, sequence and decorator nodes.
Week - 8 Utility-based AI; scoring functions and decision making.
Week - 9 Goal-oriented action planning (GOAP) awareness; preconditions and effects.
Week - 10 Group AI; flocking, swarm behavior and simple formations.
Week - 11 Tactical AI; cover, flanking and position selection.
Week - 12 Introduction to learning-based game AI; reinforcement learning awareness and Unity ML-Agents.
Week - 13 AI debugging, visualization and performance; LOD AI and update frequency.
Week - 14 Project presentation; evaluation of the game prototype with an AI module.

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Assessment Method and Passing Requirements
Quamtity Percentage (%)
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