^

 
 

Unit of competency details

ICTGAM404 - Apply artificial intelligence in game development (Release 1)

Summary

Usage recommendation:
Superseded
Mapping:
MappingNotesDate
Supersedes and is equivalent to ICAGAM404A - Apply artificial intelligence in game developmentUpdated to meet Standards for Training Packages. Minor edits to clarify intent of the performance criteria. 24/Mar/2015
Is superseded by and equivalent to ICTGAM423 - Apply artificial intelligence in game development 20/Jul/2020

Releases:
ReleaseRelease date
1 1 (this release) 25/Mar/2015


Classifications

SchemeCodeClassification value
ASCED Module/Unit of Competency Field of Education Identifier 020119 Artificial Intelligence  

Classification history

SchemeCodeClassification valueStart dateEnd date
ASCED Module/Unit of Competency Field of Education Identifier 020119 Artificial Intelligence  30/Jul/2015 
The content being displayed has been produced by a third party, while all attempts have been made to make this content as accessible as possible it cannot be guaranteed. If you are encountering issues following the content on this page please consider downloading the content in its original form

Unit Of competency

Modification History

Release 

Comments 

Release 1

This version first released with ICT Information and Communications Technology Training Package Version 1.0.

Application

This unit describes the skills and knowledge required to research, develop and implement artificial intelligence (AI) solutions in games.

It applies to individuals who contribute to the creation of computer-controlled objects in games, and who support the design, development and programming of basic digital games as part of a larger development team.

No licensing, legislative or certification requirements apply to this unit at the time of publication.

Unit Sector

Game development

Elements and Performance Criteria

ELEMENT 

PERFORMANCE CRITERIA 

Elements describe the essential outcomes.

Performance criteria describe the performance needed to demonstrate achievement of the element.

1. Conduct research on AI strategies

1.1 Describe the terminology involved in AI, as it relates to games and the game industry

1.2 Identify and analyse the range of AI path-finding strategies, including the appropriate genre and environments, and how they influence design and development

1.3 Discuss AI strategies and ideas, and collaborate as required, with the relevant personnel to ensure the contribution of a range of ideas and creative solutions, and to fulfil the requirements of the brief

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

2. Design an AI strategy for games

2.1 Generate a range of possible goals and actions, and other factors in the design of an AI non-player character (NPC)

2.2 Select the AI strategies for NPCs for the game design that are technically feasible, respond to the brief, and provide creative solutions to all design issues

2.3 Continuously reflect on, and assess, AI strategies for implications regarding the budget, timeline, technical feasibility, and suitability for the brief

3. Implement an AI strategy

3.1 Implement a path-finding algorithm in a game

3.2 Implement an NPC AI strategy in a game

4. Evaluate the game, based on NPC AI

4.1 Review the game design, and AI strategies, for the fulfilment of the design brief

4.2 Discuss and confirm additional requirements, or modifications, to the game design with the relevant personnel, and undertake any necessary amendments

Foundation Skills

This section describes language, literacy, numeracy and employment skills incorporated in the performance criteria that are required for competent performance.

Skill 

Performance Criteria 

Description 

Reading

1.2, 2.2, 2.3

  • Investigates, interprets and comprehends technical documentation, diagrams, icons, symbols, text, numbers and letters when determining AI strategies

Writing

1.1, 1.4, 2.1, 2.2, 2.3, 3.1, 3.2

  • Uses clear, concise language, accurate spelling and technical terminology, to organise research findings and to document progress towards goals
  • Develops AI solutions using the correct code layout, code, diagrams, icons, symbols, text, numbers and letters

Oral Communication

1.1, 1.2, 1.3, 4.1, 4.2

  • Uses effective listening and open questioning techniques, together with technical terminology, to elicit the view and opinions of others, and to give and obtain information

Numeracy

1.3, 2.1, 2.2, 2.3, 3.1, 3.2, 4.1, 4.2

  • Uses whole numbers and decimals to outline parameters
  • Interprets budgets, and adds, subtracts, multiplies and divides whole numbers and decimals to ensure that the budget, timelines and other brief requirements are met

Get the work done

1.2-1.4, 2.1-2.3, 3.1, 3.2, 4.1, 4.2

  • Makes routine decisions and implements standard procedures for routine tasks, using formal decision-making and analytical processes for more complex and non-routine situations
  • Uses creativity and initiative in design
  • Uses key features of specific digital systems and tools to complete routine tasks

Unit Mapping Information

Code and title 

current version 

Code and title 

previous version 

Comments 

Equivalence status 

ICTGAM404 Apply artificial intelligence in game development

ICAGAM404A Apply artificial intelligence in game development

Updated to meet Standards for Training Packages.

Minor edits to clarify intent of the performance criteria.

Equivalent unit

Links

Companion Volume implementation guides are found in VETNet - https://vetnet.gov.au/Pages/TrainingDocs.aspx?q=a53af4e4-b400-484e-b778-71c9e9d6aff2

 

Assessment requirements

Modification History

Release 

Comments 

Release 1

This version first released with ICT Information and Communications Technology Training Package Version 1.0.

Performance Evidence

Evidence of the ability to:

  • identify and analyse artificial intelligence (AI) strategies for appropriateness to a game development brief
  • design a feasible AI strategy for a game
  • implement path finding algorithms and non-player character AI strategies in a game
  • review and evaluate an AI strategy for a game.

Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.

Knowledge Evidence

To complete the unit requirements safely and effectively, the individual must:

  • outline the implications of basic path-finding algorithms on game development
  • list and define the major AI terms used in the game industry
  • outline the development process for creating AI strategies for non-player characters (NPCs) in a game
  • describe the application of object-oriented programming practices
  • describe the overall architecture of a game engine.

Assessment Conditions

Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:

  • research tools including the internet
  • path-finding libraries
  • development tools to implement AI strategies
  • game design specifications and documentation.

Assessors must satisfy NVR/AQTF assessor requirements.

Links

Companion Volume implementation guides are found in VETNet - https://vetnet.gov.au/Pages/TrainingDocs.aspx?q=a53af4e4-b400-484e-b778-71c9e9d6aff2