National Repository of Grey Literature 35 records found  beginprevious26 - 35  jump to record: Search took 0.01 seconds. 
Using yaPOSH for CTF team behaviour
Zelinka, Mikuláš ; Bída, Michal (advisor) ; Bošanský, Branislav (referee)
Title: Using yaPOSH for CTF team behaviour Author: Mikuláš Zelinka Department: Department of Software and Computer Science Education Supervisor: Mgr. Michal Bída Abstract: We evaluated the suitability of yaPOSH (an action-selection system for virtual agents) for complex team behaviour development, specifically for the Capture the Flag (CTF) mode in Unreal Tournament 2004. We created a CTF team using yaPOSH and Java and compared them with a CTF team written by V. Tuma in plain Java as well as with the native UT2004 bots. We found out that although yaPOSH does have some advantages over plain Java (mainly in code readability), one cannot create a competitive bot using yaPOSH only. That is a direct consequence of the limitations the yaPOSH planner has, with the most significant one being lack of parallelism support. Thus, some as- pects of the behaviour (such as combat) were programmed in Java. Nevertheless, the resulting team is better than the native bots by a margin and slightly better than Tuma's CTF team. As a result, we have made several suggestions for improvements of the yaPOSH engine as well as its editor, such as to add the possibility to execute multiple ya- POSH plans at once, or to enable their parallel evaluation. These suggestions and our other findings are not limited to the chosen domain of...
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
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.
Generating life episodes for the purpose of testing of episodic memory models
Běhan, Zdeněk ; Kadlec, Rudolf (advisor) ; Bída, Michal (referee)
The goal of this work is to create a generator that provides a corpora of input episodes in the specified format, which can be used as an input to test episodic memory models. More specifically, the methods used should ensure the scope to be in years up to a possible lifetime of a typical human agent. It also attempts to verify this on an actual episodic memory model, and test if the generated data has high enough quality to be used for testing psychological paradigms on memory models.
Pogamut and USARSim integration
Vejman, Martin ; Bída, Michal (advisor) ; Obdržálek, David (referee)
In this work we integrate the USARSim simulator with the Pogamut platform in order to facilitate the development of USARSim virtual robots. We present a set of robots solving simple task as a proof-of-concept. We also provide an aerial robot solving more complicated task. This robot will be used to evaluate the suitability of reactive planner POSH for controlling robots in USARSim. Two versions of the robot will be created and compared qualitatively. The first version will use pure Java, the second version will use reactive planner POSH.
Použití plánovacích technik pro generování sportovního komentáře pro dvojici virtuálních agentů
Gregor, Ivan ; Brom, Cyril (advisor) ; Bída, Michal (referee)
Virtual agents are essential representatives of multimodal user interfaces. This thesis presents the IVAN system (Intelligent Interactive Virtual Agent Narrators) that generates affective commentary on a tennis game that is given as an annotated video in real-time. The system employs two distinguishable virtual agents that have different roles (TV com- mentator, expert), personality profiles, and positive, neutral, or negative attitudes to the players. The system uses an HTN planner to generate dialogues which enables to plan large dialogue contributions and generate alternative plans. The system can also interrupt the current discourse if a more important event happens. The current affect of the virtual agents is conveyed by lexical selection, facial expression, and gestures. We have focused on the dialogue planning, knowledge processing, and behaviour control of the virtual agents. Commercial products have been used as the audio-visual component of the system.
GPU Accelerated Adversarial Search
Brehovský, Martin ; Bošanský, Branislav (advisor) ; Bída, Michal (referee)
General purpose graphical processing units were proven to be useful for accelerating computationally intensive algorithms. Their capability to perform massive parallel computing significantly improve performance of many algorithms. This thesis focuses on using graphical processors (GPUs) to accelerate algorithms based on adversarial search. We investigate whether or not the adversarial algorithms are suitable for single instruction multiple data (SIMD) type of parallelism, which GPU provides. Therefore, parallel versions of selected algorithms accelerated by GPU were implemented and compared with the algorithms running on CPU. Obtained results show significant speed improvement and proof the applicability of GPU technology in the domain of adversarial search algorithms.
Umělé emoce v počítačových hrách
Bída, Michal ; Holan, Tomáš (referee) ; Brom, Cyril (advisor)
The development of intelligent virtual agents (IVAs) is a complex task featuring many sub problems. Concerning the education in this field, there is a good theoretical basis. However when it comes to the practical education - the platforms that can be used are scarce and mostly still not fully developed. Our goal is to create a platform, which would allow for a good practical education in the field of IVAs development. The first step towards this platform is a prototype implementation - project Emohawk - that will be described in this thesis. Project Emohawk features a partly emergent story and affect-driven architecture for IVAs control based on a psychologically plausible emotion model. Moreover a methodology was created analyzing this prototype implementation regarding the believability and emergent story potential.
Unreal bots with emotions
Bída, Michal ; Brom, Cyril (advisor) ; Holan, Tomáš (referee)
This work is concerned with usage of emotions in artificial inteligence in computer games. It inspects possible benefits of emotions for artificial inteligence in the means of better imitation of human behavior. Main goal of this work is the implementation of an emotion model in the enviroment of the game Unreal Tournament (project UT Emotion Bots) and appraisal of its properties and suitability for the simulation of emotions in FPS games. This work introduces platforms used in the development of the project UT Emotion Bots and it evaluates their suitability for development of artificial inteligence.

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