Course description



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Current Catalog Description

A focus on design patterns in object-oriented programming. The course begins with an overview of UML and a review of object-oriented programming and then moves on to various structural, behavioral and creational patterns, including; facades, adaptors, bridges, factories and the template method. Analysis of case studies will also be discussed. Using various modern software tools, students will apply various design patterns to real-world software design problems to gain complete practical understanding.

Textbooks

E. Gamma, R. Helm, R. Johnson, and J.M. Vlissides, Design Patterns: Elements of Reusable Object-Oriented Software, Addison-Wesley, 1994

References

G. Booch, R.A. Maksimchuk, M.W. Engel, and B.J. Young, Object-Oriented Analysis and Design with Applications (3rd Edition), Addison-Wesley, 2007

M. Fowler, UML Distilled (3rd Edition), Addison Wesley, 2003

N. Harrison, B. Foote, and H. Rohnert, Pattern Languages of Program Design – 4, Addison-Wesley, 1999

Prerequisites by Topic


  • Fundamentals of UML

  • Analytical skills for problem analysis

  • Ability to design object-oriented solutions

Major Topics Covered in the Course



  • Introduction to design patterns (3 hours)

  • UML 2.0 (3 hours)

  • Architectural patterns introduction (1 hour)

  • Layer, pipe and filters, and black board (2 hours)

  • Broker (3 hours)

  • Reflection and microkernel (3 hours)

  • Multicasting, reactive system (3 hours)

  • Creational patterns (6 hours)

  • Structural patterns (6 hours)

  • Behavioral patterns (6 hours)

  • Case study and application (6 hours)

  • Exams (3 hours)

Estimate Curriculum Category Content (Semester hours)



Area

Core

Advanced

Area

Core

Advanced

Algorithms







Software design




1.5

Data structures




0.5

Concepts of programming languages







Computer organization and architecture




0.5











Estimate CSAB Category Content




CORE




ADVANCED







CORE




ADVANCED

Data Structures

0.0




0.5




Computer Organization and Architecture

0.0




0.5

Algorithms Software Design

0.0




1.5




Concepts of Programming Languages

0.0




0.0

COURSE DESCRIPTION

Department, Number

CIS 479

Course Title

Artificial Intelligence

Semester hours

3

Course Coordinator

Dr. Bruce Maxim

Current Catalog Description

Introduction to the basic concepts and methods of artificial intelligence from a computer science perspective. Emphasis be on the selection of data representations and algorithms useful in the design and implementation of intelligent systems. The course will contain an overview of one AI language and some discussion of important applications of artificial intelligence methodology.

Textbooks

G.F. Luger, Artificial Intelligence: Structures and Strategies for Complex Problem Solving (6th Edition), Addison-Wesley, 2005

P.H. Winston, Artificial Intelligence (3rd Edition), Addison-Wesley, 1992

References

M.T. Jones, AI Application Programming, Charles River Media, 2005

Prerequisites by Topic



  • Discrete mathematics is assumed to have been taken before this class

  • Knowledge of at least one modem programming language

  • Ability to write medium sized programs

  • Knowledge of data structures (linked-lists, trees, graphs)

  • Knowledge of recursive algorithms

  • Knowledge of searching and sorting algorithms

  • Ability to perform algorithm analysis

  • Knowledge of truth functional logic

  • Some knowledge of elementary probability theory

  • Some understanding of grammars.

Major Topics Covered in the Course



  • Lisp programming language (9 hours)

  • Heuristic search algorithms (3 hours)

  • Game playing (3 hours)

  • Automated problem solving (3 hours)

  • Knowledge representation: semantic nets, frames, scripts (4 hours)

  • Predicate logic (2 hours)

  • Production systems and knowledge engineering tools (6 hours)

  • Uncertainty and statistical reasoning (3 hours)

  • Planning systems (2 hours)

  • Machine learning (3 hours)

  • Neural networks (3 hours)

  • Constraint satisfaction (3 hours)

  • Parallel and distributed AI (3 hours)

  • Exams (5 hours)

Estimate Curriculum Category Content (Semester hours)



Area

Core

Advanced

Area

Core

Advanced

Algorithms




0.5

Software design




0.5

Data structures




1.0

Concepts of programming languages




0.5

Computer organization and architecture




0.5









Estimate CSAB Category Content






CORE




ADVANCED







CORE




ADVANCED

Data Structures







1.0




Computer Organization and Architecture







0.5

Algorithms Software Design







1.0




Concepts of Programming Languages







0.5

COURSE DESCRIPTION



Department, Number

CIS 487

Course Title

Computer Game Design and Implementation I

Semester hours

3

Course Coordinator

Dr. Bruce Maxim

Current Catalog Description

The study of the technology, science, and art involved in the creation of computer games. The focus of the course will be hands-on development of computer games. Students will study a variety of software technologies relevant to computer game design, including programming languages, scripting languages, operating systems, file systems, networks, simulation engines, and multi-media design systems. Lecture and discussion topics will be taken from several areas of computer science: simulation and modeling, computer graphics, artificial intelligence, real-time processing, game theory, software engineering, human computer interaction, graphic design, and game aesthetics.

Textbooks

A. Lamothe, Tricks of the Windows Game Programming Gurus (2nd Edition), Sams, 2002

E.F. Maurina III, Game Programming Guide to Torque, A.K. Peters, 2006

References

S. Rabin, Introduction to Game Development, Charles River Media, 2005

A. Rollings and D. Morris, Game Architecture and Design (2nd Edition), New Riders, 2004

Prerequisites by Topic


  • Students are assumed to have taken discrete mathematics prior to this course

  • Students are assumed to have taken technical writing prior to this course

  • Knowledge of data structures and abstract data types

  • Ability to apply knowledge of algorithm analysis

  • Knowledge of rapid prototyping methodologies

  • Previous experience with object-oriented programming

  • Ability to write and document large programs

  • Ability to apply the principles of computer-human interaction and user interface design

  • Some knowledge of software production management techniques

Major Topics Covered in the Course



  • History of computer games (3 hours)

  • Interactive fiction (3 hours)

  • Game design principles (2 hours)

  • Game evaluation criteria (2 hours)

  • Game design documents (2 hours)

  • Introduction to windows programming and DirectX (2 hours)

  • Bit-mapped sprites and animation (2 hours)

  • Introduction to 2d graphics (2 hours)

  • Game physics and collision detection (2 hours)

  • User interface design (2 hours)

  • Basic i/o (2 hour)

  • Use of sound (2 hours)

  • Artificial intelligence in game design (2 hours)

  • Testing (2 hours)

  • Introduction to 3d graphics (2 hours)

  • Networks and multiplayer games (2 hours)

  • Marketing and intellectual property issues (2 hours)

  • Project presentation and evaluation activities (8 hours)

Estimate Curriculum Category Content (Semester hours)

Area

Core

Advanced

Area

Core

Advanced

Algorithms




2.0

Software design







Data structures




0.5

Concepts of programming languages







Computer organization and architecture




0.5









Estimate CSAB Category Content






CORE




ADVANCED







CORE




ADVANCED

Data Structures







0.5




Computer Organization and Architecture







0.5

Algorithms Software Design







2.0




Concepts of Programming Languages









COURSE DESCRIPTION



Department, Number

CIS 488

Course Title

Computer Game Design and Implementation II

Semester hours

3

Course Coordinator

Dr. Bruce Maxim

Current Catalog Description

A continuation of the material studied in CIS 487. Students will study a variety of software technologies relevant to computer game design, including 3D graphics, computer animation, data-driven game design, multiplayer game programming, and game AI. Lecture topics will be taken from several areas of computer science: simulation and modeling, computer graphics, artificial intelligence, game theory, software engineering, human computer interaction, and game content development.

Textbooks

J. Busby, Z. Parrish, and J. VanEenwyk, Mastering Unreal Technology: The Art of Level Design, Sams, 2004

J.P. Flynt and C. Caviness, UnrealScript Game Programming All In One, Course Technology PTR, 2006

References

M. Buckland, Programming AI by Example, Wordware, 2004

Champandard, AI Game Development: Synthetic Creatures with Learning and Reactive Behaviors, New Riders Games, 2003

Course Outcomes

Relationship between Course Outcomes and Program Outcomes






Prerequisites by Topic



  • Students are assumed to have taken discrete mathematics prior to this course

  • Knowledge of data structures and abstract data types

  • Ability to apply knowledge of algorithm analysis

  • Knowledge of rapid prototyping and component-based development methodologies assumed

  • Previous experience with object-oriented programming

  • Previous experience with windows programming

  • Ability to write and document large programs

  • Ability to apply the principles of computer-human interaction and user interface design

  • Some knowledge of software production management techniques

Major Topics Covered in the Course



  • Windows and DirectX programming (3 hours)

  • Designing math engines (3 hours)

  • 3D graphics (2 hours)

  • Solid modeling (2 hours)

  • Texture mapping (2 hours)

  • 3D clipping and depth buffering (2 hours)

  • 3D rendering (2 hours)

  • Shadows and lighting (2 hours)

  • Animation and collision detection (3 hours)

Estimate Curriculum Category Content (Semester hours)

Area

Core

Advanced

Area

Core

Advanced

Algorithms




2.0

Software design







Data structures




0.5

Concepts of programming languages




0.5

Computer organization and architecture















Estimate CSAB Category Content






CORE




ADVANCED







CORE




ADVANCED

Data Structures







0.5




Computer Organization and Architecture










Algorithms Software Design







2.0




Concepts of Programming Languages







0.5


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