National Repository of Grey Literature 35 records found  beginprevious16 - 25next  jump to record: Search took 0.00 seconds. 
Platform for spatial navigation research in virtual reality
Galajda, Martin ; Bída, Michal (advisor) ; Gemrot, Jakub (referee)
The Department of Neurophysiology of the Memory of the Academy of Sciences of the Czech Republic (UAV) has for several years been researching experiments to monitor the impact of various stages of Alzheimer's disease on patients' cognitive abilities. For this purpose, SpaNav was developed almost 9 years ago in cooperation of the UAV with the MFF UK. The system currently hits its technical limits given by possibilities of the time when it was created. The aim of this work is to introduce a new system that will remove the limits of the original system and allow research to continue. Powered by TCPDF (www.tcpdf.org)
Hearthstone simulator
Strupek, Martin ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Hearthstone simulator Author: Martin Strupek Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: The goal of this work was creation of a Hearthstone simulator in C# which would open possibilities for analyzing quality of decks and tactics with the use of artificial intelligence as well as easy implementation of new cards and game rules. Our simulator implements mechanics and cards of the base set. It also implements three heroes including their base cards and special ability. The simulator is capable of effectively simulating large amount of games played by two artificial intelligence programs against each other. It also allows the user to test game mechanics and behaviour of his artificial intelligence in a graphically visualised environment. There are two artificial intelligences, which are capable of playing and winning the game, already implemented for demonstration purposes. The simulator supports implementation of all remaining mechanics. It also enables easy creation and implementation of custom mechanics and cards and their testing, which makes it possible to create better artificial intelligence, decks and cards and their optimisation. Analysis of the speed of our simulator has shown...
Hearthstone simulator
Strupek, Martin ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Hearthstone simulator Author: Martin Strupek Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: The goal of this work was creation of a Hearthstone simulator in C# which would open possibilities for analyzing quality of decks and tactics with the use of artificial intelligence as well as easy implementation of new cards and game rules. Our simulator implements mechanics and cards of the base set. It also implements three heroes, (hero represents certain card set and a special ability), including their base cards and special ability. Simulator is capable of effectively simulating large amount of games played by two artificial intelligencies against each other. It also allows the user to test game mechanics and behaviour of his artificial intelligence in a graphically visualised environment. There are two artificial intelligencies, which are capable of playing and winning the game, already implemented for demonstration purposes. Simulator supports implementation of all remaining mechanics. It also enables easy creation and implementation of custom mechanics and cards and their testing, which makes it possible to create better artificial intelligencies, decks and cards and their optimisation....
Integrating Probabilistic Model for Detecting Opponent Strategies Into a Starcraft Bot
Šmejkal, Pavel ; Černý, Martin (advisor) ; Bída, Michal (referee)
Recent research in artificial intelligence (AI) for real time strategies (RTS) has shown a great need for a computer controlled agent (bot) to be able to adapt its strategy in response to opponent's actions. While some progress has been made in detecting opponent's strategies offline, there has not been much success in using this information to guide in-game decisions. We present a version of UAlbertaBot enhanced by existing probabilistic algorithm for supervised learning from replays and strategy prediction. Bot that adapts its strategies has proved to be superior to a random bot as we show in simulated StarCraft: Brood War AI tournament. Our work exposes the importance of scouting and strategy adaptation. By further improvement of strategies, a bot capable of competing with human players may be created.
Artificial Intelligence in Strategy Computer Games
Jirout, David ; Ježek, Pavel (advisor) ; Bída, Michal (referee)
Strategy war games are a genre of computer games with the key element being control and navigation of units on the map. Despite having different approach to unit management, even the best-selling titles usually feature troubles during unit collisions solving with the collisions occurring either among units or between a unit and a natural obstacle. The library being developed in this thesis unifies all the types of approach to unit management being used nowadays and offers generic formation system, prediction, avoidance and/or solving of unit collisions on all levels and furthermore unit pathfinding on the map with both the nature and height profile of the path taken into account. Powered by TCPDF (www.tcpdf.org)
API implementation for IVA development in Minecraft
Lelič, Jozef ; Bída, Michal (advisor) ; Pilát, Martin (referee)
Minecraft is a 3D computer game enabling players living in a Minecraft block world to create structures, hunt animals, mine materials and virtually change the shape of their surrounding environment all together. However some of the aspects of the game can become repetitive and boring. The goal of this thesis is to create a framework enabling the player to develop intelligent virtual agents (or bots) that will help the player with the repetitive tasks (such as mining or building). The framework should be easy to use and should allow for extensions. Part of the thesis is to create a set of example agents solving basic tasks in the game. Powered by TCPDF (www.tcpdf.org)
Artificial Intelligence in Strategy Computer Games
Jirout, David ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Strategy war games are a genre of computer games with the key element being control and navigation of units on the map. Despite having different approach to unit management, even the best-selling titles usually feature troubles during unit collisions solving with the collisions occurring either among units or between a unit and a natural obstacle. The library being developed in this thesis unifies all the types of approach to unit management being used nowadays and offers generic formation system, prediction, avoidance and/or solving of unit collisions on all levels and furthermore unit pathfinding on the map with both the nature and height profile of the path taken into account. Powered by TCPDF (www.tcpdf.org)
Insect wings vein analysis
Khodos, Anton ; Bída, Michal (advisor) ; Bošanský, Branislav (referee)
Insect wings are extremely important part of insect identification. Each wing possesses a number of longitudinal veins, which often have cross-connections called junctions and form closed cells on the membrane. Those wing features are unique inside most of the insect families. Therefore, entomologists use those features for insect identification. The purpose of this thesis is to develop software that will ease the process of extraction wing features from image. The software provides tools for manual and automatic extraction of wing features. Development also includes implementation of image processing algorithms: adaptive thresholding and Zhang-Suen thinning algorithm. Chosen solution is tested and the test results are analyzed and discussed. Powered by TCPDF (www.tcpdf.org)
Pathfinding within a Hierarchical Navmesh Based on Geometry Analysis
Chomut, Miroslav ; Plch, Tomáš (advisor) ; Bída, Michal (referee)
Title: Pathfinding within a Hierarchical Navmesh Based on Geometry Analysis Author: Miroslav Chomut Department / Institute: Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Tomáš Plch, Media and Communications Office Abstract: Pathfinding is a common problem in the computer science dealing with navigation from a starting point to a destination point. Common algorithms today are mostly based on A* search on a graph representation of navigated world. Another common approach is creation of navigation structure of convex navigation meshes and navigating on them. Our goal is to propose pathfinding algorithm on hierarchical navigation meshes, based on the terrain geometry, which benefits from complexity of hierarchical search yet provides paths comparable in length to reference ones. This thesis analyses and describes our proposed approach of navigation including generation of the navigation structure. Keywords: navmesh, pathfinding, A*, hierarchy, terrain analysis, geometry

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