NTISthis.com

Evidence Guide: ICAGAM404A - Apply artificial intelligence in game development

Student: __________________________________________________

Signature: _________________________________________________

Tips for gathering evidence to demonstrate your skills

The important thing to remember when gathering evidence is that the more evidence the better - that is, the more evidence you gather to demonstrate your skills, the more confident an assessor can be that you have learned the skills not just at one point in time, but are continuing to apply and develop those skills (as opposed to just learning for the test!). Furthermore, one piece of evidence that you collect will not usualy demonstrate all the required criteria for a unit of competency, whereas multiple overlapping pieces of evidence will usually do the trick!

From the Wiki University

 

ICAGAM404A - Apply artificial intelligence in game development

What evidence can you provide to prove your understanding of each of the following citeria?

Conduct research on artificial intelligence (AI) strategies

  1. Describe the terminology involved in AI as it relates to games and the game industry
  2. Identify and analyse the range of AI pathfinding strategies, including appropriate genre and environments and how they influence the design and development
  3. 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
  4. Organise research and findings for use by relevant personnel throughout the development process, updating as required
Describe the terminology involved in AI as it relates to games and the game industry

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Identify and analyse the range of AI pathfinding strategies, including appropriate genre and environments and how they influence the design and development

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Organise research and findings for use by relevant personnel throughout the development process, updating as required

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Design AI strategy for games

  1. Generate a range of possible goals and actions and other factors in the design of an AI non-player character (NPC)
  2. 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
  3. Continuously reflect on and assess the AI strategies for implications on budget, time line, technical feasibility and suitability for the brief
Generate a range of possible goals and actions and other factors in the design of an AI non-player character (NPC)

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Continuously reflect on and assess the AI strategies for implications on budget, time line, technical feasibility and suitability for the brief

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Implement AI strategy

  1. Implement a pathfinding algorithm in a game
  2. Implement an NPC AI strategy in a game
Implement a pathfinding algorithm in a game

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Implement an NPC AI strategy in a game

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Evaluate game, based on NPC AI

  1. Review the game design and AI strategies for its fulfilment of the design brief
  2. Discuss and confirm additional requirements or modifications to the game design and undertake any necessary amendments
Review the game design and AI strategies for its fulfilment of the design brief

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Discuss and confirm additional requirements or modifications to the game design and undertake any necessary amendments

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Assessed

Teacher: ___________________________________ Date: _________

Signature: ________________________________________________

Comments:

 

 

 

 

 

 

 

 

Instructions to Assessors

Evidence Guide

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.

Required Skills and Knowledge

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.

Range Statement

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.