National Repository of Grey Literature 132 records found  beginprevious69 - 78nextend  jump to record: Search took 0.01 seconds. 
Master of the Carpet: A 3D first-person action game
Kuchyňová, Karolína ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
The goal of this thesis is to reimplement the old DOS game Magic Carpet using modern game development means provided by the Unity engine. In the game, the player controls a wizard on a ying carpet, whose task is to collect speci ed amount of mana. He travels through a 3D game world, casts spells, builds castles, where his mana is stored, and ghts various types of monsters or enemy wizards. A detailed analysis of the original game can be found in the introductory part of the thesis. Within problem analysis, we discuss the possible approaches to creating a nite but borderless game world and ways of implemen- ting arti cial intelligence and its movemenent system for monsters and enemy wizards. The game world terrain is generated procedurally therefore a special chapter is devoted to this topic. The work also contains an extension of the ori- ginal Unity Editor called Level Designer, where new game levels can be created.
Artificial player for Dota 2
Kočur, Jan ; Gemrot, Jakub (advisor) ; Parízek, Pavel (referee)
Dota 2 is one of the most popular strategic computer games of the Multiplayer Online Battle Arena (MOBA) genre. MOBA games are based on teamwork and tactical thinking. That makes them an interesting platform for the artificial intelligence (AI) research, that aims to create artificial agents capable of playing the game. However, there does not exist any framework, that would allow the development of complex agents. First, we developed a framework that allows the creation of agents for Dota 2 in Java. Second, we implemented an agent above the framework, that is capable of playing the game.We have divided the work into two parts. First, we have analyzed requirements for our framework and described its architecture. Second, we have analyzed Dota 2 from the AI perspective and implemented agents above our framework. Our agents were capable of playing the game. The framework can be used for further research.
Umělý hráč pro Angry Birds
Nikonova, Ekaterina ; Gemrot, Jakub (advisor) ; Matzner, Filip (referee)
Angry Birds is a popular video game, in which the player is provided with a sequence of birds to shoot from a slingshot. The task of the game is to kill all green pigs with maximum possible score. Angry Birds appears to be a difficult task to solve for artificially intelligent agents due to the sequential decision-making, nondeterministic game environment, enormous state and action spaces and requirement to differentiate between multiple birds, their abilities and optimum tapping times. In this thesis, we are presenting several different techniques suitable for the implementation of artificial Angry Birds agent. First, we will show how limited Breath First Search can be used to estimate potentially good shooting points. After that we will discover how reinforcement learning can be applied to the Angry Birds game. Lastly, we will apply Deep reinforcement learning to Angry Birds game by implementing Double Dueling Deep Q- networks. One of our main goals was to build an agent that is able to compete in AIBirds competition and with humans on the game's first 21 levels. In order to do so, we have collected a dataset of game frames that we used to train our agent. We evaluate our agents using results of the previous participants of AIBirds competition and results of volunteer human players.
Evolutionary Algorithm-based Procedural Level Generator for a Rogue-like Game
Vegricht, Jan ; Gemrot, Jakub (advisor) ; Zelinka, Mikuláš (referee)
Title: Evolutionary Algorithm-Based Procedural Level Generator for a Rogue-like Game Author: Jan Vegricht Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: Rogue-like games are genre with long tradition in game industry. One significant factor commonly associated with this genre is procedural level generation. The goal of this thesis is to design and implement a level generator for one concrete rogue-like game using evolutionary algorithms as main means of generation. Methods and results are then compared to non-evolutionary alternative algorithms, attempting to generate comparable solutions. The results seem to indicate that while evolutionary algorithms can be used to generate dungeons, practicality of this approach is for the most part limited. Keywords: evolutionary algorithms, procedural generation, constrained optimization, rogue-like
Artificial Intelligence for Spelunky Computer Game
Závorka, Kamil ; Gemrot, Jakub (advisor) ; Ježek, Pavel (referee)
Spelunky is one of the desktop games, where player control agent in labyrinth and his task is to reach the exit. In this labyrinth there are many threats and quests, which makes the game interesting for making artificial intelligence, that can be adjusted for these threats and quests. The goal of this work was to create a framework for comfortable programming of artificial intelligence for this game. Although there is a tool named SpelunkBotAPI for its writing and executing, the API of this tool provides only basic controlling of agent and it is hard to use it. The approach, that I chose for this work, used the existing API and built a framework above it, that will be easier to use. For more intuitive using of the framework, this work crates GOAP (Goal Oriented Action Planner), that uses its functionality for reaching goals specified by the programmer.
Turn-Based Game in 2D Grids using PDDL-based Simulator
Macke, Jaroslav ; Gemrot, Jakub (advisor) ; Brunetto, Robert (referee)
PDDL is language, that is used to write planning problems. In this thesis, we deal with how to use PDDL as the language for the creation of simulation games, especially the creation of games in a 2D grid. We will find out, that PDDL is not complex enough for those games, because of it is missing element of random elements. So we will create the extension of classic PDDL, where we will add random elements and other functions that will make writing games easier. We will implement the program that will create the simulation of a game with interactive visualization from PDDL and configuration file. In this framework, we will create several examples of games. 1
Classic Card Games
Mifek, Jakub ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Although there are libraries simplifying creation of card games, only few of them provide general and comprehensive design that facilitates creation of any classic card game. Our library enables simple development of card games and their graphic representation. As part of all-in-one solution we created a client-server application that is able to run any card game created using our library. To evaluate our library we implemented five exemplary games. We also created self-learning artificial intelligence that should be able to learn any classic card game implemented using our library with minimal developer's input. For our artificial intelligence we chose Q-Learning method. We hope that our project will enable simple and effective card game development and distribution to the gaming community.
Adversarial Search in First-Person Shooter Video Game Duels
Wirth, Martin ; Gemrot, Jakub (advisor) ; Pergel, Martin (referee)
Title: Adversarial Search in First-Person Shooter Video Game Duels Author: Martin Wirth Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: The complexity of artificial intelligence required for modern games is getting unmanageable. Therefore, we are seeking for techniques allowing easy creation of a complex artificial intelligence. Adversarial search has become such a technique in the area of board games. Recently, an idea to apply adversarial search on other kinds of games has come up. Though, in the area of First-person shooters, no experiments examining this idea has been done yet. This thesis offers such an experiment, concerning the Deathmatch mode of two players. Our results show that the basic implementation of adversarial search is not very successful. However, it has some potencial which should be further examined. Another con- tribution of this thesis is creation of a framework which significantly simplifies further experimenting in this area. Keywords: adversarial search, duels, video games, first-person shooters 1
Visualisation of particular algorithms using XML
Futó, Viktor ; Pergel, Martin (advisor) ; Gemrot, Jakub (referee)
The subject of this bachelor thesis is a design and implementation of a tool that visualizes particular numerical algorithms. The tool proposes a visualization environment that allows a user to write a numeric algorithm using a suggested XML language and then allowing them to animate the algorithm on the random dataset step by step. XML is a language intended for data exchange and document publishing, but as a result of its wide applicability it has established itself in many other areas. Because of its progressivity we try to use it as a programming language for writing algorithms. The application is programmed in the Ruby on Rails and React frameworks and uses the Nokogiri library to parse XML language. The usage of application is demonstrated on numerical algorithms of simulated annealing, power iteration method and method of gradient descent, in which in particular we demonstrate the application's ability to visualize steps of the algorithm also on the functions of two variables.
Artificial Intelligence for Go on Non-standard Topologies
Červeň, Martin ; Gemrot, Jakub (advisor) ; Brunetto, Robert (referee)
Go is a popular strategic game for two players. It is usually played on a squared board of 19x19. The aim of this thesis is to create an application allowing a user to play Go on any board defined by a graph, such as sphere and torus. We created a web based client-server application, written in JavaScript and Node.js, that is using protocol Websockets for fast communication. Application allows user to play against other players on the Internet. Server can support multiple concurrent games at the same time. Boards can be created by modelling tool Blender and then imported into the application. Our application supports 3D rendering of these boards in web client using WebGL. It has responsive control, allowing changes of view by rotating, moving and zooming. Users can also play against artificial intelligence. 1

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