Curricula Evolution in AI for Gaming

Track: plenary

Type Label: PLENARY

Day: saturday

Speaker Name: Fernando Aragon

Speaker Link:

Dec 31 1969
7:00 PM
7:00 PM

Curricula Evolution in AI for Gaming

Traditionally, Artificial Intelligence for Gaming curricula focused on foundational principles like pathfinding algorithms, decision trees, fuzzy logic, and procedural content generation to create the illusion of intelligent game behaviors. Coursework revolved around predefined rules governing deterministic and non-deterministic gameplay interactions. While this foundational knowledge remains crucial, it must be updated to incorporate the advancements of generative AI models.

This presentation analyzes traditional AI gaming curricula and outlines proposed updates to equip students for the changing landscape.