National Repository of Grey Literature 80 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Artifical intelligence to represent and solve 4D Rubic cube
Pech, Vilém ; Vomlelová, Marta (advisor) ; Majerech, Vladan (referee)
The main goal of this thesis is to generalize Micheal Herdy's algorithm for solving Ru- bik's cube using evolutionary strategies for a 4D Rubik's cube. The thesis then studies its characteristics, attempts to improve it, and compares the results with the findings of El- Sourani and Borschbach. The thesis explains the chosen projection of a four-dimensional object into 3D, and slightly suggests the intuition for a better understanding and idea. This work also includes a graphic environment in which everything can be demonstrated visually. 1
Rubik's cube
Bošániová, Monika ; Majerech, Vladan (advisor) ; Parízek, Pavel (referee)
The main goal of this thesis is to simplify the beginners' experience with learning and independently solving the Rubik's cube. We provide different perspectives on how to find the solution for this puzzle. The implementation of all used components, chosen solving process for beginners, appearance of the application environment and the interactivity of different elements are explained and described in an easily understandable way. We included insights on the teaching process and analysis of its effectiveness in comparison to similar existing solutions. User has an option of adding their own solving algorithm in text format. The text contains user documentation and suggests possible improvements for future development. 1
Rubiks cube
Bošániová, Monika ; Majerech, Vladan (advisor) ; Ježek, Pavel (referee)
The main goal of this thesis is to simplify the beginners' experience with learning and independently solving the Rubik's cube. We provide different perspectives on how to find the solution for this puzzle. For better understanding of the problem we describe the theory, ideas and the history of multiple solving algorithms. The implementation of all used components, chosen solving process for beginners, appearance of the application environment and the interactivity of different elements is explained and described in an easily understandable way. We included insights on the teaching process and analysis of its effectiveness in comparison to similar existing solutions. User has an option of adding their own solving algorithm in text format. The text contains user documenta- tion, handles feedback from test subjects and suggests possible improvements for future development. 1
Code changes visualisation
Martinek, Petr ; Majerech, Vladan (advisor) ; Kliber, Filip (referee)
The goal of this thesis is to design and implement a program, which, given two similar versions of source code written in JavaScript, generates a GIF animation showing a step- by-step process of rewriting the first version into the other. Another goal is to design the program in a way, so that the list of supported languages can be extended. To achieve this goal, a simple, language-independent representation of source code is defined and for every considered transformation within this simplified representation, a cost function is defined. Based on this cost function, the cheapest sequence of transfor- mations is found, which is then used to generate the final animation. 1
Modeling of Cooperative Path Finding
Ježek, Milan ; Surynek, Pavel (advisor) ; Majerech, Vladan (referee)
In this thesis we describe new models for solving the cooperative pathfinding (cpf) with the requirement of minimal makespan and experimental comparison with current models is performed. These new models investigate the possibilities of encoding the cpf problem into binary integer programming (bip) or constraint satisfaction problem (csp). Mainly the new active-edges IP model tests with high number of agents yielded good results, where it fell only slightly behind the best SAT model. A new csp model reached the fastest times in tests with low number of obstacles and agent interactions while struggling heavily in the opposite cases. Powered by TCPDF (www.tcpdf.org)
Gobblet game from the point of artificial intelligence
Kotrč, Pavel ; Vomlelová, Marta (advisor) ; Majerech, Vladan (referee)
Gobblet is a new abstract board game, rules of which are based on the classic 4-in-arow game played on 4×4 board. However, the ability to gobble up and move the pieces on the board greatly increases its complexity and Gobblet is thus comparable to games like Checkers or Othello. That makes it interesting from the artificial intelligence point of view. This thesis explores the possibilities of classic and more recent methods for searching the Gobblet game tree - the minimax algorithm, alpha-beta pruning, a heuristic for move ordering, iterative deepening and others. The resulting algorithm is compared to the computer players on the Boardspace game server where it plays above-average with the best-playing robot. Implementation of all described algorithms and a graphical user interface for testing them in the Java programming language is an inseparable part of this thesis.
Applications of Patterns in Game Go
Hamplová, Romana ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
This work implements a solver for tactical goals in the game of Go (capturing stones, connecting groups). The solver is based on recognizing the shapes of stones on the desk and choosing the moves from prede ned database of patterns and the follow-up moves. The main part of this work features analysis and proposal of convenient representation of patterns which follow typical situations in the game and their solving considering both the attacker and the defender. User interface of the program allows execution of the solver including selection of the type of the tactical goal, creating new patterns and editing the whole database of patterns. The work also contains a precreated pattern database and examples of use.
MCTS with Information Sharing
Baudiš, Petr ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
We introduce our competitive implementation of a Monte Carlo Tree Search (MCTS) algorithm for the board game of Go: Pachi. The software is based both on previously published methods and our original improvements. We then focus on improving the tree search performance by collecting information regarding tactical situations and game status from the Monte Carlo simulations and sharing it with and within the game tree. We propose specific methods of such sharing --- dynamic komi, criticality-based biasing, and liberty maps --- and demonstrate their positive effect. based on collected play-testing measurements. We also outline some promising future research directions related to our work.
Entropy coders
Uzel, Petr ; Lánský, Jan (advisor) ; Majerech, Vladan (referee)
Goal of this work is an implementation of various methods of entropy coding and measuring of their compression ratio and speed in context of the XBW project [Lan07]. These methods include arithmetic coding (with using both Moat's [Mof99] and Fenwick's [Fen96] data structures for actualization of cumulated counts), Human coding [Huf52] and Multistream Compression [KLUZ08]. There is an emphasis on using these methods on large alphabets. For the Multistream Compression method, the goal is also to design and experimentally test various methods for encoding of streams of counters.

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