Introduction to AI
Project Module (Cross-Cutting)
basic Space settlers Rules
- The simulator runs for a fixed amount of time steps, moving ships around and handling all collisions. At the end, a winner (or set of winners in the cooperative version) is declared.
- Turns: At every time step, you may choose any combination of the following actions.
- Accelerate your ship in some direction (turning and linear)
- Make a purchase (if your team has sufficient resources to afford the purchased item)
- Use a power-up (includes weapons and defensive mechanisms
- Once you have collected resources, there are a variety of purchases available to your team. You can buy additional bases, power ups that let you hold more energy or heal faster, shields, and additional weapons. In later projects, you will be able to purchase additional ships. Purchase costs start low but double with every purchase of that item.
- Scores: The score used for the game is chosen in the setup file. The method updateScores() in SpaceSettlersSimulator.java shows the full list of scores. Below is a partial list.
- Resources: Count up all the resources collected
- Kills: Count the kills
- KillAssistsAndCores: Count kills and assists and AI cores collected
- Flags: Count the flags collected
Space settlers objects
If a ship dies before getting its resources back to its base, the resources are lost but it drops an AI Core, which you can pickup and use to purchase other resources. This core is fragile and only lasts on the screen for a few bounces or hits (so it can be shot).
AI cores are just circles with the letters AI inside them
Space settlers power ups
One you have collected resources, you can purchase power ups for your ships and bases. Note that you start with a small supply of missiles so these do not need to be purchased.
- These can be deployed around ships or bases and they block all incoming missiles. Note they also block you from depositing resources at your base or powering up from your base.
- Mines can be dropped near a ship and then they explode when another ship comes near. They cause damage to any ship near the explosion (they will not explode right away when you drop them so they do not hurt your own ship to deploy).
- Electro Magnetic Pulses (EMPs)
- These deploy like a mine but they do not cause damage. Instead, they block the affect ship or base from taking any actions for a period of time (basically acting like it fuzzed out all your electronics for a period of time).
- Drones can be programmed to go to a destination autonomously. These rely on AI Cores to deploy.
- Double your base healing speed
- You can purchase a power up to double the healing speed of your base
- Double your maximum energy
- You can purchase a power up to double the amount of energy your ship or base can hold
- Double your weapons capacity
- All of the weapons have limited capacity. You can purchase a power up to double your ship’s capacity to hold weapons
Semester project list
- Project 0: Turning in a project using the online Spacesettlers mechanism (Assigned in Module 1, Part 1 due Aug 27, Part 2 due Sep 1)
- Project 1: Uninformed search (Assigned Module 2, due Sep 12)
- Project 2: A* search (Assigned Module 3, due Sep 26)
- Project 3: Adversarial search (Assigned Module 4, due Oct 10)
- Project 4: Multi-agent coordination/capture the flag (Assigned Module 5, due Oct 31)
- Project 5: Learning part 1: regression and trees (Assigned Module 7, Revised due date: Dec 3)
- Project 6: Learning part 2: RL (Assigned Module 9, Now extra credit, also due Dec 3)
- Project 7: Ethical and Responsible AI (Assigned Module 10, due Dec 10, last day of classes)
- Solutions for projects (available only on canvas to registered students and only after the deadline)