School of Electronic Engineering and Computer Science

Mr Ercüment ilhan

Ercüment

Email: e.ilhan@qmul.ac.uk
Room Number: Peter Landin, CS 335

Teaching

Artificial Intelligence in Games (Postgraduate)

This module covers a range of Artificial Intelligence techniques employed in games, and teaches how games are and can be used for research in Artificial Intelligence. This module has a strong programming component. The module explores algorithms for creating agents that play classical board games (such as chess or checkers) and real-time games (Mario or PacMan), including single agents able to play multiple games. The module gives an overview of multiple techniques, such as Monte Carlo Tree Search, Evolutionary Computation, Deep and Machine Learning applied to games.

Computer Programming (Postgraduate)

This module provides an introduction to the principles of programming in the context of designing and constructing complete programs. Programming techniques will be introduced and practical work will form an integral part of the course and of the assessment of students. The first half of the course will concentrate on program structures. The second half will cover representation of abstract types such as lists and trees using the types such as records and arrays provided in imperative programming languages.

Procedural Programming (Undergraduate)

This is an introductory module in computer programming using Java. You will learn the basic concepts of programming and learn to write and reason about simple programs. The main topics covered are: storing and manipulating data, control structures, methods and recursion, and algorithms for searching and sorting data. Classes include weekly lectures and lab sessions. You will be assessed by coursework throughout the term and by an end-of-term exam. Both will require you to demonstrate that you can write programs and understand theory.

Research