National Repository of Grey Literature 78 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
General Game Playing and Deepstack
Schlindenbuch, Hynek ; Gemrot, Jakub (advisor) ; Majerech, Vladan (referee)
General game playing is an area of artificial intelligence which focuses on creating agents capable of playing many games from some class. The agents receive the rules just before the match and therefore cannot be specialized for each game. Deepstack is the first artificial intelligence to beat professional human players in heads-up no-limit Texas hold'em poker. While it is specialized for poker, at its core is a general algorithm for playing two-player zero-sum games with imperfect information - continual resolving. In this thesis we introduce a general version of continual resolving and compare its performance against Online Outcome Sampling Monte Carlo Counterfactual Regret Minimization in several games.
Procedural Content Generation for Video Games using Open Data
Tuncel, Merve ; Gemrot, Jakub (advisor) ; Kratochvíl, Miroslav (referee)
Games get boring when they start repeating themselves and do not offer players new content. Procedural content generation (PCG) is increasingly used to generate this content. PCG-based game design decreases the need to have a human designer or a writer to generate the content. Algorithmic creation of game content can augment the creativity of human designers and this makes it possible small so-called indie teams to create the content for their game without the big resources. In this work, the field of PCG is introduced. Application of PCG is shown through a mobile game implementation. The implementation details of the mobile game Rush Hour will be presented that makes use of Foursquare, Twitter and Mapbox APIs, which eases the content creation using open data as the input of PCG.
Artificial Intelligence for the Dominion Game
Babušík, Jan ; Pilát, Martin (advisor) ; Gemrot, Jakub (referee)
The subject of this thesis is an artificial intelligence for the Dominion card game, which is usable in a two-player game. Dominion is characterized by the fact that there is a large number of initial configurations. The artificial intelligence selects the best strategies from a set of prepared strategies so that the time it takes to generate a specialized strategy does not delay players from every game. This approach has been implemented with emphasis on game extendability. In the design of the artificial intelligence evolutionary algorithms were used. The work also includes an implementation of the game itself in the C# language and a simple graphical interface for playing the game. 1
Metody pro procedurální generovaní dovednostních stromů pro počítačové hry
Jaroschy, Petr ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
Game developers often face the issue of having well balanced game in terms of difficulty, especially in role-playing games. Skill tree is a game element which contributes to solve this issue by giving the player more power in-game. Many game elements can be procedurally generated to save time and money to developers, but can skill trees be procedurally generated too? And how do we validate, that generated skill trees are well suited for the game? That is the goal of this work. We have made a simple turn-based game. Then we made several variations of generators of skill trees for the game. We took the best trees and validated their performance using artificial players based on data collected during their gameplay. Then we compared the trees and concluded that skill trees can be generated by our suggested method and their variations.
UrhoRTS - Platform for Real-time Strategy Game Creation
Maděra, Karel ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
The development of Real-time strategy (RTS) games is a difficult process spanning many fields. The goal of this thesis is to create a platform to ease the development of 3D single player RTS games and to enable the use of C# language for plugin creation. Our platform enables users to create games as packages for the platform. Each package is defined by a single XML file, describing the contents of the package, which include 3D models, textures, animations, graphical user interface definitions and plugins. These plugins, created using the C# language, enable the game creator to create artificial intelligence for players, units, buildings and projectiles defined in the package. The platform also provides functions that can be used for creation of plugins. As a part of this thesis, we will create a showcase package to demonstrate the abilities of our platform.
Real-time strategy with an interface for artificial intelligence
Červinková, Kateřina ; Pilát, Martin (advisor) ; Gemrot, Jakub (referee)
This thesis focuses on a real-time strategy called Skillegy, which, in contrast to the majority of games of similar kind, uses only one type of unit. However, these units have certain abilities whose levels can increase depending on their actions or using upgrading in buildings. The game can be played by multiple players over network and it includes an interface for an artificial intelligence with example implementation that can be used instead of a human opponent. The game is created in the Unity engine with use of the C# language and the .NET Framework. 1
Sorcerer's Struggle
Tóth, Gergely ; Gemrot, Jakub (advisor) ; Ježek, Pavel (referee)
This thesis deals with the design and implementation of a multiplayer run and gun game, which can be run on Windows, Linux and MacOS platforms. The thesis contains discussions about the gaming platforms and the most important components of the application and of a suitable world editor. Furthermore, the problems of map smoothing and dynamic image synchronization are explored and the last part addresses the design and functionalities of a matchmaking server. The result of the thesis is a two-dimensional game, with a complementing world editor and server. 1
Navigation of Units in Video Games Using Flow Networks
Pacovský, Jan ; Gemrot, Jakub (advisor) ; Chrpa, Lukáš (referee)
This thesis investigates the navigation of units in real-time strategy computer games and is focused on the task of navigating a bigger group of units through a game world that contains narrows passages. The narrow passages causes signi- ficant delays that could be avoided by splitting the group and taking some part of it through an alternative way. In this thesis, a solution using flow networks is proposed. The map is transformed into a flow network which then allows the planner to find an alternative route to the fully occupied narrow passage. The proposed method was tested in a simulator specifically designed for this task and compared with the conventional methods of navigation in computer games. The final evaluation shows that the navigation of units using flow networks can successfully solve this problem. 1
Artificial Intelligence for Warlight Board Game
Palášek, Jan ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
This thesis implements an artificial player for this game. Part of this thesis is a simulator, possibility to play against an AI player and a possibility to play against another human in the form of a hotseat game (multiplayer game on one computer). A framework was designed in order to be used for future development and testing of AI in this game. 1
Using evolution algorithms for creating AI controllers for tank models
Šijanov, Denis ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
Title: Using genetic algorithms to create AI tank model controllers Author: Denis Šijanov Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: Genetic algorithm is a general procedure designed for solving equations that do not have an algorithm or a better way of solving them yet. In addition this process can be explained even by using simple examples, which makes it an interesting exercise for students of computer science. The students may encounter varying forms of publication of these algorithms such as videos or controlled simulations. These forms of presentation may help the subjects understand the basic principles of an algorithm, but they are not interactive. The students therefore can't apply their ideas and find out what impact on the algorithm they would have had. Details such as these are very important when trying to understand genetic algorithms. There are applications which solve user defined problems by using genetic algorithms. They demonstrate the usability of the algorithm, but they do not help the users understand the algorithm. The most efficient way to understand genetic algorithms in my opinion is to write one on your own. This is why I have decided to create an...

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