National Repository of Grey Literature 33 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
General Runoff Water Balance Model of a River Basin
Černý, Vojtěch ; Knoppová, Kateřina (referee) ; Marton, Daniel (advisor)
Modelling of the rainfall-runoff process is one of the basic scientific skills in hydrology. Rainfall-runoff modelling can help to improve water management, handling of the reservoir's storage volume, or also to facilitate adaptation to current climatic conditions. The aim of the diploma thesis is to create a functional rainfall-runoff model on the basis of water balance equations based on the lumped water balance principle of the hydrological model. Several modifications of the general rainfall-runoff model are approached in the diploma thesis. Four types of the daily evapotranspiration determination are used in the calculations. The rainfall-runoff model is compiled from temperature data and precipitation totals in a daily step. The practical application is carried out on a sub-basin of the river Dyje, which is located above Vranov water reservoir. The main output is a series of daily flow rates that were obtained from calibrated rainfall-runoff models. The best rainfall-runoff model takes into account the water from snow cover melting, the value of the Nash Sutcliffe calibration criterion of this model is 0.608. Finally, the hydrological simulation for the period 2021-2060 is performed in the diploma thesis.
Hydrological Time Series Analysis for Chosen Sub Catchment in Morava River Basin
Černý, Vojtěch ; Benáčková, Kateřina (referee) ; Marton, Daniel (advisor)
Current climate conditions raise questions about how climate change should affect the hydrological regime of the Czech Republic. The main questions are: I) Is climate change serious and is it already tangible in hydrological series? II) Are there significant changes in the climatic conditions, or in the flow of the river network? III) How does climate change affect hydrological conditions in the catchment? IV) Are there non-stationary tendencies in the hydrological series caused by climate change? The aim of this work was to perform a basic analysis of hydrological time series and estimated its possible changes. The analysis was done with using autocorrelation function, spectral density, moving averages methods, statistical characteristics, empirical line of probability of exceeding and last but not least by decomposing the time series. The practical application was applied on time series of average monthly flows determined in the hydrometric profile of Dalečín in the Svratka river basin.
Shape grammars for level generation in an action RPG game
Kalva, Tomáš ; Černý, Vojtěch (advisor) ; Bednárek, David (referee)
Third-person 3D action role-playing games inspired by Dark Souls (souls-likes) have recently gained a lot of popularity, but are difficult to develop due to the amount of gameplay and content required. In this thesis, we describe a level-generation framework that aids with prototyping souls-likes. We use shape grammars combined with a grid- based procedural modeler to create the environment. Additional script execution can be intertwined with the grammar, to allow for additional mechanics, such as adding enemies, items and locking parts of the levels. The framework is best fit for generating level sequences and allows designers to create a large amount of varied content and game mechanics with ease. We demonstrate usage of the framework by creating a playable game with it. The code of the game is available inside of the framework that's a part of electronic attachments. 1
2D turn-based game in Unity with procedural generation elements
Srb, František ; Ježek, Pavel (advisor) ; Černý, Vojtěch (referee)
The thesis focuses on the development of a 2D turn-based game in Unity, from the creation of a design document to the completion of its implemen- tation. We are analyzing the important elements of the game genres of Roguelike, deck-building and dungeon-crawler, and we have created a game design document combining these gameplay elements into a single game. The thesis also includes the utilization of procedural generation techniques. We have performed a detailed analysis of the game design document, which, along with the document itself, we use for the implementation of the game. The result of the thesis is a game for the Windows operating system, which is played on a square grid and the player navigates through it using their player character. Enemies are fought using cards from a deck, which can be enhanced with new cards earned from defeated enemies in the form of items.
3D Physics driven swordfighting simulator
Hroník, Jakub ; Černý, Vojtěch (advisor) ; Ježek, Pavel (referee)
Combat with a cold weapon can be seen in many video games, but rarely does it attempt a realistic simulation that would provide the player with freedom nearing what cold weapon manipulation allows in the real world. Big challenge is designing a control scheme for classic computer peripherals. An even less explored area is the integration of the weapon into the physics simulation of the game world. This work implements a longsword fencing simulator in the Unity game engine, fea- turing the sword as a fully physically simulated object. It also presents a control scheme for keyboard and mouse providing the player with fine control over the movement of the weapon. It also implements a simple AI enemy for testing purposes. The implementation is created using good programming practices and can be used as a basis for an action game with an advanced combat system. 1
Adaptive generated encounters in a rogue-like role-playing video game
Guth Jarkovský, Tomáš ; Černý, Vojtěch (advisor) ; Holan, Tomáš (referee)
We want to provide a video game player with a fun, unique, challenging experience. That may not be the case in games involving a lot of possibilities or randomness. This thesis introduces an algorithm for a procedural generation of enemies in a rogue- like RPG game. The algorithm is based on running a series of simulated battles to create an adequately difficult enemy group. We have implemented the algorithm in a custom rogue-like turn-based RPG game and in the experimental part, our approach has shown to be moderately successful. The generated enemies have shown to be neither too difficult nor too easy while providing a reasonable amount of variety and new challenges. The outcome of this thesis may be a step forward in the generation of unique, fun, and balanced enemy encounters in rogue-like RPG games. 1
Artificial Intelligence for the Hanabi Game
Ambrožová, Lucie ; Pilát, Martin (advisor) ; Černý, Vojtěch (referee)
The Hanabi game is currently very popular for the development of various Artificial Intelligences (AI). This popularity is mainly based on the fact that Hanabi is stochastic, possible to play in multiplayer, and mainly cooperative. In the literature, many ap- proaches on how to develop AI for this game can be found. These approaches are mainly based on hand-written algorithms, Bayesian approaches, and deep Q learning. In this thesis, we continue this research looking at the development of handwritten AI, handwritten AI using evolutionary algorithms, and AI based on deep Q-learning. Using results from five handwritten Artificial Intelligences, we show how adding indi- vidual agent enhancements affects the final score. We further improve the best handwrit- ten AI by optimising its parameters using an evolutionary algorithm. This resulting AI achieves the best results presented in the literature for a 5-player game for hand-written AI without the use of hat guessing strategies. The deep-Q learning-based AI was tested only on a significantly scaled-down and simplified version of Hanabi due to computational power and memory leak issues, but on this simplified version we successfully trained it to score above half of the possible points over 5000 games. 1
Production of polyhydroxyalkanoates by bacterium Schlegelella thermodepolymerans
Černý, Vojtěch ; Černayová, Diana (referee) ; Pernicová, Iva (advisor)
The aim of this work was to study capability of various strains of thermophilic bacteria Schlegelella thermodepolymerans incorporate diverse monomer units to structure of polyhydroxyalkanoates (PHA). Precursors for production mcl-PHA, 4-hydroxybutyrate and 3-hydroxyvalerate were tested. The theoretical part deals with characteristic of studied polymers, properties and applications and usage of thermophilic bacteria in industry. In experimental part there were undergone cultivations with different precursors, which were added in different times and concentrations. Four bacterial strains S. thermodepolymerans from various public collections of microorganisms were used during these cultivations. Levulinic acid, added at start of cultivation, was chosen as the best precursor. Afterwards there was cultivation with concentration line to find out, whether concentration influence composition of copolymer. Increasing the amount of precursor led to decreasing quantity of biomass and PHA, but there were very interesting materials with high amount of 3HV. Addition 8 g/l of precursor led up to 52 %. Subsequently there was found out molecular height of polymers by size-excluion chromatography (SEC) combined with multi-angle light scattering (MALS).
Hierarchical Version of the Wave Function Collapse Algorithm
Filek, Jiří ; Černý, Vojtěch (advisor) ; Holeňa, Martin (referee)
Maxim Gumin's Wave Function Collapse (WFC) is a recent algorithm used for pro- cedural content generation. The algorithm uses constraint solving and local similarity to generate outputs. However, it struggles to generate large or complex outputs. We aim to generalize the original work to make the algorithm work hierarchically on several differ- ent granularities. We show that this approach is promising and yields better results than the original algorithm in several challenging domains. Our approach also provides better controllability of the outcome. The algorithm has applications in the field of procedural content generation to generate different kinds of 2D game levels. It can provide good variability for the players and save the time of game designers. 1
Generating levels for Super Mario Bros using advanced level design concepts
Čatloš, Jakub ; Černý, Vojtěch (advisor) ; Ježek, Pavel (referee)
Procedural content generation (PCG) is a long-used approach for creating a sizable volume of playable levels in games. Such levels often lack the quality and theme consistency of hand-crafted ones. The aim of this thesis is to explore the principles used by Nintendo in their human-made levels and to apply them to procedural generation. That could improve players' experience while preserving the benefits of PCG. We have developed an example level generator for the Super Mario game demonstrating these principles. We have also compared its output to other level generators and the original Nintendo games in known metrics. Additionally, we have conducted a study examining subjective player enjoyment. It shows that this approach increases the level enjoyment and decreases the player's frustration. 1

National Repository of Grey Literature : 33 records found   1 - 10nextend  jump to record:
See also: similar author names
14 ČERNÝ, Vojtěch
5 ČERNÝ, Václav
1 Černý, V.
8 Černý, Viktor
15 Černý, Vladimír
1 Černý, Vlastimil
5 Černý, Václav
8 Černý, Vít
4 Černý, Vítězslav
Interested in being notified about new results for this query?
Subscribe to the RSS feed.