National Repository of Grey Literature 132 records found  beginprevious113 - 122next  jump to record: Search took 0.00 seconds. 
NetHack Bot Framework
Krajíček, Jan ; Gemrot, Jakub (advisor) ; Mráz, František (referee)
Previous attempts at implementing bots for the classic roguelike game NetHack have been hindered by many problems related to its complexity and console-based interface. The framework implemented as part of this work solves the problem of interfacing with the game and provides a programmer-friendly API for the Java and Clojure programming languages. It enables programming sophisticated bots using the provided model of the game world, a library of possible actions and utilities for various aspects of the game. The framework uses elements of functional and logic programming and doesn't require modifications of the game. Also described is an implementation of the first NetHack bot capable of winning the game. Powered by TCPDF (www.tcpdf.org)
Tools for virtual agent behavior specification in POSH
Havlíček, Jan ; Gemrot, Jakub (advisor) ; Komenda, Antonín (referee)
Goal of the work is to improve the SPOSH planner and its developement tools. SPOSH is a reactive planner of virtual agents similar to behavior trees that is used in the Pogamut platform, which is used to develop virtual agents. SPOSH itself suffers from several problems, especially excessive duplication of primitives (actions and senses) in different agents and unnatural execution of primitives. This work aims to remove these problems. Nearly all behavior tree planners are not public and developement tools are not usually available. Absence of such tools, especially of debugger, is major problem for users. Part of this work are tools for easy creation and debugging of SPOSH plans. Improved planner and created tools are demonstrated using an agent in game Unreal Tournament 2004.
Role of communication in team-oriented FPS games
Tuma, Vojtěch ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Communicaton in computer games is used to coordinate a team strategy and for sharing knowledge. The role of communication was examined in this thesis by creating several teams of bots for CTF mode of the Unreal Tournament 2004 computer game. As a base for implementation served the Pogamut platform and an existing deathmatch bot adjusted for CTF mode. For comparison three teams were made: the first was without any communication, the second used knowledge sharing and the third team - apart from knowledge sharing - used active communication for group movement. After several comparing experiments a conclusion was made that the team without communication is not worse than teams using communication. The difference is small and may have been affected during experiments or by specific implementation in this thesis. 1
Reification of the DEECo component model and its application in virtual-world simulations
Forch, Jan ; Bureš, Tomáš (advisor) ; Gemrot, Jakub (referee)
In the domain of dynamically evolving distributed systems composed of autonomous and (self-) adaptive components, the task of systematically managing the design complexity of their communication and composition is a pressing issue. This stems from the dynamic nature of such systems, where components and their bindings may appear and disappear without anticipation. As one way of addressing the challenge, [15] proposes a new component model (called DEECo), which features separation of concerns via a mechanism of dynamic implicit bindings with implicit communication. This leads to introduction of autonomous components and their dynamic interaction groups (called ensembles). The goal of the thesis is to reify the DEECo concepts and paradigms in a Java-based implementation connected to a simulation of a virtual world. As such, the thesis should provide a platform for experimentation with DEECo-based applications.
Navigation Mesh for the Virtual Environment of Unreal Tournament 2004
Tomek, Jakub ; Gemrot, Jakub (advisor) ; Krajíček, Václav (referee)
Navigation mesh is a form of representation of a virtual environment, which allows effective navigation of intelligent virtual agents. This thesis deals with the development of a navigation mesh for the intelligent virtual agents in the environment of the computer game Unreal Tournament 2004. Before the development of the navigation mesh, the navigation graph was the only available representation of the environment that the agents could use for navigation. The navigation graph however provides only limited information about the environment. With the use of the navigation mesh the agents are able to navigate in the environment faster and over shorter paths. Creation of the navigation mesh from the environment's geometry extracted from Unreal Tournament 2004 map files is a part of the thesis. Finally, a new navigation module for Pogamut 3 - a platform that allows creation and controlling of intelligent virtual agents, is implemented. The new navigation module consists of the navigation mesh and a set of navigation algorithms Powered by TCPDF (www.tcpdf.org)
Evaluation of languages for creating intelligent virtual agent behaviors
Vykouk, Ondřej ; Gemrot, Jakub (advisor) ; Bureš, Tomáš (referee)
There are dozens of formalisms specialized programming intelligent virtual agents (IVA). However, there is lack of an evaluation, which would provide the designer of a new agent with an overview of their usability in real-world applications. The goal of this study was evaluation of selected formalisms in order to identify their shortcomings and suggesting improvements. These improvements would allow the designer more accurate control of the IVA's behavior. Evaluation of formalisms was designed based on real-world scenarios and their implementation in different formalisms using the platform Pogamut 3. One of the formalisms is Jason (AgentSpeak language interpreter) and it was connected to that platform as a part of this thesis. During the implementation of the scenarios were identified some problems which make creating the behavior of intelligent virtual agents harder. For these problems was proposed solution in the form of action selection mechanism (ASM) prototype and the basic methodology for designing agents with this ASM. The results of this study could be a starting point for more advanced action selection mechanism, which would allows more precise control of the behavior of intelligent virtual agents. Powered by TCPDF (www.tcpdf.org)
Items and actions in 3D virtual environment Emohawkville
Holaň, David ; Gemrot, Jakub (advisor) ; Pešková, Klára (referee)
Development of intelligent virtual agents is a complex task. One of the im- portant sub-tasks is creation of behaviors. It is highly desirable to test behaviors of intelligent virtual agents in an actual virtual world, not in a simplified sub- stitute. Over the past several years the Pogamut platform has been developed, which allows intelligent virtual agent behaviors to be tested in several gaming worlds, but none combines complexity, dynamicity and extensibility. It was de- cided to fill the gap by creating the EmohawkVille virtual world. EmohawkVille is a first-person virtual world in a day-to-day life setting. The purpose of this thesis is to explain why is EmohawkVille needed and to document features, de- sign and development of EmohawkVille and its Pogamut module. The thesis also presents results of a case study that confirms the EmohawkVille's suitability for experiments concerning intelligent virtual agent behaviors.
Coordination of multiple virtual agents in team-based computer games
Kolombo, Martin ; Gemrot, Jakub (advisor) ; Kadlec, Rudolf (referee)
Práce se zabývá problémem efektivní koordinace týmu virtuálních agent· v počí- tačových hrách. Hlavním cílem bylo navrhnou obecnou architektru pro práci s informacemi o virtuálním prostředí, která poskytuje programátorovi dobrý přístup k týmovým znalostem o virtuálním prostředí. Zvolená architektura neklade na programátora žádné požadavky ohledně implementace týmu agent· a nezávisí na žádném konkrétním virtuálním prostředí. Architektura je založena na přirozeném rozdělení dat podle jejich schopnosti se měnit v pr·běhu simulace a podle jejich subjektivity. Tato distribuce dat přirozeně vytváří sdílené znalosti týmu a programátorovi tak umožní založit rozhodování agent· na znalostech celého týmu namísto pouze jediného agenta. Architekturu jsme implemento- vali do systému Pogamut, ve kterém jsme provedli validaci zpětné kompati- bility. Vzheldem k nekompatibilitě formátu dat exportovaných součástí Poga- mutu, který jsme objevili v poslední fázi validace jsme provedli validaci pouze částečnou. Úpravu platformy Pogamut a následnou implementaci týmu agent· využívajícího naši architekturu plánujeme jako pokračování práce. 1
Utilizing artificial neural networks to accelerate evolutionary algorithms
Wimberský, Antonín ; Holeňa, Martin (advisor) ; Gemrot, Jakub (referee)
In the present work, we study possibilities of using artificial neural networks for accelerating of evolutionary algorithms. Improving consists in decreasing in number of calls to the fitness function, the evaluation of which is in some kinds of optimization problems very time- consuming and expensive. We use neural network as a regression model, which serves for fitness estimation in a run of evolutionary algorithm. Together with the regression model, we work also with the real fitness function, which we use for re-evaluation of individuals that are selecting according to a beforehand chosen strategy. These individuals re-evaluated by the real fitness function are used for improving the regression model. Because a significant number of individuals are evaluated only with the regression model, the number of calls to the real fitness function, that is needed for finding of a good solution of the optimization problem, is substantially reduced.
Integrace Pogamutu s Defconem
Píbil, Radek ; Gemrot, Jakub (advisor) ; Bošanský, Branislav (referee)
Title: Bridging Pogamut and Defcon Author: Bc. Radek Píbil Department: Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Jakub Gemrot Abstract: In this thesis we are going to discuss the support of Pogamut AI frame- work for the Defcon PC game. Defcon is a multiplayer real-time strategy putting player into control of one part of the world's sea force, air force and nuclear ar- senal. We are going to cover five main topics. First is concerned with bridging Pogamut and Defcon. Next discusses provided algorithms useful for agent pro- gramming for such a kind of environment. Third describes the implementation of a purely Java agent. Fourth shows an implementation using Jason MAS frame- work. Final is going to evaluate the performance of the agents. Our main reason for bridging Pogamut is that as the gaming AI becomes more and more prominent in academia, more and more computer games allow programmers to implement their own AI. Pogamut AI platform follows this trend by expanding into two new environments Starcraft and Defcon, which introduce real-time strategy environ- ments to Pogamut, whose origins are in first-person shooters. Keywords: Defcon, Artificial Intelligence, Real-Time Strategy Games, Pogamut

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