Assessor Resource

ICAGAM404A
Apply artificial intelligence in game development

Assessment tool

Version 1.0
Issue Date: March 2024


This unit applies to people contributing to the creation of computer-controlled objects in games.

This unit describes the performance outcomes, skills and knowledge required to incorporate the principles of artificial intelligence (AI) into a game.

You may want to include more information here about the target group and the purpose of the assessments (eg formative, summative, recognition)

Prerequisites

Not applicable.


Employability Skills

This unit contains employability skills.




Evidence Required

List the assessment methods to be used and the context and resources required for assessment. Copy and paste the relevant sections from the evidence guide below and then re-write these in plain English.

The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.

Overview of assessment

Critical aspects for assessment and evidence required to demonstrate competency in this unit

Evidence of the ability to:

demonstrate an understanding of a broad knowledge base of AI strategies

design and implement AI strategies in a game.

Context of and specific resources for assessment

Assessment must ensure access to:

research tools, such as the internet

pathfinding libraries, algorithms or codes

development tools to implement AI strategies

appropriate learning and assessment support when required

modified equipment for people with special needs.

Method of assessment

A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:

direct observation of candidate discussing and designing AI strategies

verbal or written questioning to assess candidate’s knowledge of AI strategies

development of a game involving AI strategies

review of candidate’s documented game design.

Guidance information for assessment

Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.

Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.

Indigenous people and other people from a non-English speaking background may need additional support.

In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.


Submission Requirements

List each assessment task's title, type (eg project, observation/demonstration, essay, assingnment, checklist) and due date here

Assessment task 1: [title]      Due date:

(add new lines for each of the assessment tasks)


Assessment Tasks

Copy and paste from the following data to produce each assessment task. Write these in plain English and spell out how, when and where the task is to be carried out, under what conditions, and what resources are needed. Include guidelines about how well the candidate has to perform a task for it to be judged satisfactory.

Required skills

analytical skills to analyse game NPC goals and strategies to suit a game design brief

literacy skills to read a game design brief

technical skills to integrate designed AI into a game.

Required knowledge

implications of basic pathfinding algorithms on game development

overview of AI terminology used in the game industry

development process for creating AI strategies for NPCs in a game.

The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.

Terminology may include:

agent systems

AI

decision trees

flocking

fuzzy logic

obstacle avoidance

state machines

steering behaviours.

Pathfinding may include:

A*

Dijkstra

grid-graph representation

waypoints

navigation mesh

heuristics

path smoothing.

Genre and environments may include:

2-D or 3-D

first person shooter

outdoors or indoors

strategy game.

Range of possible goals and actions may include:

AI states such as hunt, run and search

decision making

who to attack based on game data.

Other factors may include:

cost versus benefit to implement

emotional responses

realism

suit the design brief, genre and target audience.

Implementing a path-finding algorithm may include:

code the algorithm

using a library to implement pathfinding

using graphical tools.

NPC AI strategy may include:

flock

game balancing - help the losing player by attacking the leading player to keep everyone in the game

hunt, chase and flee

patrol

search for object or player.

Copy and paste from the following performance criteria to create an observation checklist for each task. When you have finished writing your assessment tool every one of these must have been addressed, preferably several times in a variety of contexts. To ensure this occurs download the assessment matrix for the unit; enter each assessment task as a column header and place check marks against each performance criteria that task addresses.

Observation Checklist

Tasks to be observed according to workplace/college/TAFE policy and procedures, relevant legislation and Codes of Practice Yes No Comments/feedback
Describe the terminology involved in AI as it relates to games and the game industry 
Identify and analyse the range of AI pathfinding strategies, including appropriate genre and environments and how they influence the design and development 
Discuss AI strategies and ideas and collaborate as required with relevant personnel to ensure contribution of a range of ideas and creative solutions to fulfil the requirements of the brief 
Organise research and findings for use by relevant personnel throughout the development process, updating as required 
Generate a range of possible goals and actions and other factors in the design of an AI non-player character (NPC) 
Select the AI strategies for NPCs for the game design which are technically feasible, respond to the brief and provide creative solutions to all design issues 
Continuously reflect on and assess the AI strategies for implications on budget, time line, technical feasibility and suitability for the brief 
Implement a pathfinding algorithm in a game 
Implement an NPC AI strategy in a game 
Review the game design and AI strategies for its fulfilment of the design brief 
Discuss and confirm additional requirements or modifications to the game design and undertake any necessary amendments 

Forms

Assessment Cover Sheet

ICAGAM404A - Apply artificial intelligence in game development
Assessment task 1: [title]

Student name:

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I declare that the assessment tasks submitted for this unit are my own work.

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Result: Competent Not yet competent

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Assessment Record Sheet

ICAGAM404A - Apply artificial intelligence in game development

Student name:

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Assessment task 1: [title] Result: Competent Not yet competent

(add lines for each task)

Feedback to student:

 

 

 

 

 

 

 

 

Overall assessment result: Competent Not yet competent

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