National Repository of Grey Literature 35 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Graphical engine for FPS
Forch, Jan ; Yaghob, Jakub (advisor) ; Plch, Tomáš (referee)
Title: Graphical engine for FPS Author: Jan Forch Department: Department of Software Engineering Supervisor: RNDr. Jakub Yaghob, Ph.D. Supervisor's email address: Jakub.Yaghob@mff.cuni.cz Abstract: The aim of the present thesis are technologies of computer games development. Thesis is mainly focused on FPS (first person shooter) type of games. For that type of games is typical three dimensional graphics. Main topics of that text are related algorithms, structures, libraries and optimalizations, which lead to successful realization of computer game. Important part of the thesis is concrete implementation of game which uses described solutions. Keywords: engine, 3D graphics, artificial intelligence, navigation, game
HTN planning for project IVE
Holeček, Ondřej ; Brom, Cyril (advisor) ; Plch, Tomáš (referee)
IVE is an ambitious project whose main effort was to create a highly scalable architecture to allow discrete simulation of large-scale virtual world full of virtual beings and their virtual lives. Part of the project is an implementation of reactive virtual beings fully driven by their environment. In this work I try to extend this reactive intelligence by ability to plan in advance actions and their specific execution order to successfully accomplish its tasks. I am trying to achieve this by attaching external HTN planning system, implementing automatic world representation translation and mutual interaction between IVE framework and planning subsystem. Along with planning I add not only ability to plan ones individual tasks, but also more complex planning of cooperation of multiple beings on common goals, which may be somewhat difficult using only reactive control.
Utilizing HLA for agent based development platforms
Jedlička, Tomáš ; Plch, Tomáš (advisor) ; Bednárek, David (referee)
The High Level Architecture (HLA) provides a universal solution for interconnecting various simulation environments and applications thus creating a more complex simulation entity. The idea is built upon controlled and directed data exchanges of objects and events (via the RunTime Interface - RTI) shared by participants (i.e. simulations) thus creating a distributed data environment. The aim of this thesis is to investigate usability of HLA for agent based development platforms (e.g. Pogamut) as well as providing transparent and simple to use access to HLA for HLA unaware applications. The thesis describes architecture and provides a prototype proof-of-concept implementation, which integrates HLA with two different (closed source) game engines providing them the ability to communicate to a simple client application according to a reasonable subset of the HLA standard. The thesis also provides performance measurements of prototype implementation.
Komunikace a paměť pro plausibilní agenty
Kopal, Vojtěch ; Sýkora, Ondřej (advisor) ; Plch, Tomáš (referee)
In the present work we have focused on comparation of different implementation of memory for plausible agents in multi-agent environment. I have created a simulation whereby the agent are strangling to fulfill their need to eat. To succeed they have to learn the locations of food resources using the implemented spatial memory and an ability to communicate with each other. Later the agents are evaluated according to the level of hunger throughout the simulation.
Tool for editing PDDL projects
Chomut, Miroslav ; Plch, Tomáš (advisor) ; Dvořák, Filip (referee)
Title: Tool for editing PDDL projects Author: Miroslav Chomut Department / Institute: Department of Software and Computer Science Education Supervisor of the bachelor thesis: Mgr. Tomáš Plch Abstract: The Planning Domain Definition Language (PDDL) is one of standard languages used for defining planning domains and problems. PDDL is a syntactically complex language therefore developers often make syntax and semantic errors. Working with larger PDDL files is time consuming. Unlike imperative programming languages (e.g. C#, C++), there is no suitable widespread tool for editing PDDL. Our goal is to provide PDDL developers with tool for comfortable editing, which is known from tools for imperative programming languages (e.g. Microsoft Visual Studio). This thesis describes our project called PDDL Studio, which is capable of a) syntax highlighting, b) context sensitive code completion, c) error detection with Interactive Error Table, d) code collapsing, e) project management, f) XML export and import features, g) planner integration and h) common editor features (e.g. Bracket Matching, Line Counter). Our tool is multiplatform and it is designed to increase efficiency of PDDL developers and code readability. Keywords: Problem Domain Definition Language, Integrated Development Environment, editor, syntax checking,...
Tools for generating and editing of 2D terrain
Mocný, Ondřej ; Sýkora, Ondřej (advisor) ; Plch, Tomáš (referee)
Unity is a game development tool with large userbase. One of the features it is missing, however, is a deeper support for the development of two dimensional games. In particular a tool for editing and generation of two dimensional terrain. The aim of the presented work is to design and develop this tool. First, the problem is analysed and a set of requirements is assembled. Then, the Unity development environment is described in order to be able to use it for implementing the tool. The tool is designed from the programmer's point of view and data representation inside Unity is proposed. Large part of the work is also devoted to describing different algorithms used for terrain generation. Finally, the user interface of the program is designed using the knowledge gained by studying Unity.
The testing of soccer strategy
Fiklík, Vladimír ; Vyskočil, Tomáš (advisor) ; Plch, Tomáš (referee)
The aim of this work is to create a system for testing and simulating soccer strategies. The task for the user is to write a strategy which describes a behavior of soccer players during the game. The strategy is written in a script in Scheme programming language. During the game the script is used to control soccer players. The second part of this work is to write a script for an intelligent opponent (in the Scheme language).
Adaptive formations for virtual agents
Švagerka, Michal ; Plch, Tomáš (advisor) ; Čermák, Miroslav (referee)
There is a growing number of virtual agents in today's virtual worlds. This is directly related to the need of coordinating their behavior and movement. In this work we design algorithms to maintain desired formation of agents while moving through difficult terrain. The methods we study should maintain the requirements of the formation as well as traverse along various obstacles. We then use an arbitrary fitness function to compare the performance of these methods on typical scenarios.
Implementation of the SF-HRP action selection mechanism
Farka, František ; Plch, Tomáš (advisor) ; Dvořák, Filip (referee)
In this thesis, we present our C++ implementation of the State-Full Hierarchical Reactive Planning (SF-HRP) mechanism for action selection for virtual agents. The implementation is connected to 3D virtual environment and provides access to 3rd party software for profiling purposes vie defined interface. A prototype of such a profiler is part of the implementation. The thesis also presents an input format for agent's behavior description and is used within the implementation. Both the implementation and input format are demonstrated on testing scenarios. The SF-HRP concept is discussed with respect to the difficulty of design of agent's behavior and complexity of the implementation.
The Spider Game
Ziegler, Martin ; Plch, Tomáš (advisor) ; Bída, Michal (referee)
We discuss the process of designing and of the following realization of our computer game Spider. We talk about the means that the game design uses to accomplish the goals that we have set for the game. We discuss the game's implementation architecture that uses the OGRE library to render the 3D scene, the Awesomium and NaviLibrary libraries to render the 2D user interface that is described in HTML and the Lua library for scripting purposes. We show the technical solution that we have used to extend the Lua library, so that the scripts can start their execution automatically based on the events in the game world, and so that the scripts can pause their execution on demand.

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