Computer Games and Games related formats are an essential branch of the 
media industry with sales exceeding those of the music or the movie 
industry. In many games, it is necessary to build up a dynamic 
environment with autonomously acting entities. This comprises any types 
of mobile objects, non-player characters, computer opponents or the 
dynamics of the environment itself. To model these elements, techniques 
from the area of Artificial Intelligence allow for modelling adaptive 
environments with interesting dynamics. From the point of view of AI 
Research, games currently provide multiple environments which allow to 
develop breakthrough technology in Artificial Intelligence and Deep 
Learning. Projects like OpenAIGym, AlphaGo, OpenAI5 or Alpha-Star earned
 a lot of attention in the AI research community as well as in the broad
 public. The reason for the importance of games for developing 
autonomous systems is that games provide environments usually allowing 
fast throughputs and provide clearly defined tasks for a learning agent 
to accomplish. The lecture provides an overview of techniques for 
building up environment engines and making these suitable for 
largescale, high-throughput games and simulations. Furthermore, we will 
discuss the foundations of modelling agent behaviour and how to evaluate
 it in deterministic and non-deterministic settings. Based on this 
formalisms, we will discuss how to analyse and predict agent or player 
behaviour. Finally, we will introduce various techniques for optimizing 
agent behaviour such as sequential planning and reinforcement learning.
- Teacher: Michael Fromm
- Teacher: Sandra Gilhuber
- Teacher: Maximilian Hünemörder
- Teacher: Sebastian Schmoll
- Teacher: Matthias Schubert
- Teacher: Niklas Strauß