National Repository of Grey Literature 69 records found  beginprevious45 - 54nextend  jump to record: Search took 0.02 seconds. 
Weapon (not only) as a work of art
Sedláček, Petr ; Šmíd, Jan (advisor) ; Sýkora, Ondřej (referee)
The purpose of this bachelor work is to introduce a small-arms not only as an object for various kinds of practical utilization, but also to afer on thein values from the point of their perception as an art artefact in the linkup on their development in different cultures. It directs also on the region of Japan and samurai swords with reference on their sociocultural value. In the part dedicated to the hand weapons it introduces a history of their creation and methods of their division. In the last part presents the weapon as a device used in the movie industry and in the computer games in the linkup on a weapon presentation as an item of the violence in an up to date society. One of the targets of this bachelor work about weapons is an analyse of the social pathological event of the shooting in the schools so called "school shooting", which becomes very extended phenomen of current days. Work points on the possibilities and reasons of the origin of this phenomen by revealing a possible offender profile and further I introduce a concepts of the school shooting prevention in the linkup on the posibility to reveal potencial offender in time. Benefits of the bachelor work is getting a basic knowledges from the history and hand weapons development section, but also their presentation as an object of...
Artificial Intelligence for modern card games
Vejmola, Jiří ; Sýkora, Ondřej (advisor) ; Gemrot, Jakub (referee)
In this work we study the ways of implementing arti cial intelligence for modern card games. We strive to create various players, to put them into matches against each other. By doing so we can verify the efficiency of employed methods, such as simulation, random approach, opponent modeling, xed strategy, etc. We would also like to nd out what influence do other game elements have on the progress of the game and the performance of individual players. The game used in the thesis is based on Magic: The Gathering's rules for two players, speci cally on Magic 2010 Core Set, which revised certain parts of the game. These rules are then modi ed or simpli ed when necessary for implementing game mechanics on a computer. Decks of cards used in testing are based on the existing ones.
Benchmarks for the project Pogamut
Danilák, Michal ; Brom, Cyril (advisor) ; Sýkora, Ondřej (referee)
In the present work we design and develop the benchmarks for the computer controlled agents (bots) into the game Unreal Tournament 2004. In the first part of the work, we try to identify the most important aspects of the bots which should be tested. In the second part we design and develop the environments for testing the selected aspects. In the third part we implement the reference solutions (bots) for each of the created environments.
Doporučování zboží ve webových obchodech
Helmich, Jiří ; Sýkora, Ondřej (advisor) ; Kukačka, Marek (referee)
Electronic shopping recommendation systems are an integral part of most on-line stores. Nowadays, these systems are usually driven by Market Basket Analysis algorithms and by finding relations within the range of goods offered by the shop. However, for a recommendation system an action-based approach might be a viable alternative. The student will review existing approaches to recommendation based on reinforcement learning algorithms, and implement a prototype of a recommender system for a web store based on the results of the research.
Artificial intelligence for real-time strategic games
Sýkora, Ondřej
Title: Artificial intelligence for real-time strategic games Author: Ondřej Sýkora Department: Department of Theoretical Computer Science and Mathematical Logic Supervisor: Mgr. Cyril Brom Supervisor's e-mail address: brom@ksvi.mff.cuni.cz Abstract: Among the computer game players, real-time strategy games (RTS) are one of the most popular genres. Despite of this fact, there is a very low number of publicati- ons concerning this genre. In this thesis we study the problem of an action selection in the real-time strategy games using methods based on Markov decision processes. In the first chapters we introduce the genre of real-time strategy games from the game designer's perspective as well as from the view of an artificial intelligence researcher. We give an introduction to the Markov decision processes and to methods designed to solve them. We propose a solution of the problem of an action selection based on Markov decision problem solving using a discrete-event simulation of the real-time strategy game. We test the clarity of the proposed method and its properties. Keywords: real-time strategy game, Markov decision process, Expected Outcome, bandit- based planning, discrete-event-simulation 6
Small games - gobblet - draw strategy
Bureš, Filip ; Majerech, Vladan (advisor) ; Sýkora, Ondřej (referee)
This diploma thesis focuses on finding a draw strategy in the game "Gobblet" and on finding the proof that the game can be a guaranteed draw. "Gobblet" is a board game for two players. The thesis provides the description of algorithms used for finding the proof of the guaranteed draw. The proof was made on a simplified variety of the game (limited to two types of playing pieces only). For this variety of the game, a draw strategy was found; this strategy was confirmed by the means of the above mentioned algorithms. Then, a more complicated variety of the game was tested (limited to three types of playing pieces). For this variety, the proof of the guaranteed draw was not possible to find. The non-success was due to the number of positions the game provides. The proof would not have been possible to make in a reasonable time span. The comprehensive variety of the game (four playing pieces) was not tested for the proof. The thesis merely outlines the strategy which should be used for finding the draw strategy.
Production rules for the project Pogamut 2
Štolba, Michal ; Sýkora, Ondřej (referee) ; Brom, Cyril (advisor)
The project Pogamut 2 provides a possibility of fast prototyping of agent behaviours in a complex envirorment of the Unreal Tournament 2004 computer game. A fuzzy rule based system was introduced to be used beside the POSH rule based system, which was already a part of the project. Aiming to find out how exactly is it possible to add such system and what possibilities or complications it brings, this thesis presents the theoretical presumptions, their application, a design of an architecture, it's partial implementation and an example of agent controlled by the implemented fuzzy system. The agent's functionality was proved by several experiments. This thesis should also be a basement for furher work, such as full implementation of presented architecture, adding an user interface integrated within Pogamut IDE, and for wider possibilities of experimenting with the fuzzy agents.
A prototype of multiplayer in UFO computer game
Kasík, Pavel ; Sýkora, Ondřej (referee) ; Brom, Cyril (advisor)
This work is trying to explore different possibilities of implementation multiplayer in tactical UFO-like games. UFO-like games are complex tactical games with many possibilities how to play. In singleplayer game the player often think and plan what to do next. During this thinking the game is paused. But this could spoil the game for other players in multiplayer. That's the reason why this work comes to being, to suggest compromise solution for multiplayer. The first part is software prototype, giving us solution of technical problems especially synchronization. The second part of this work is about solving timeflow scenarios. All scenarios are designed to keep fun and space for thinking. All scenarios are implemented programmable to explore the whole potential.
Literature and the inhuman. Alain Robbe-Grillet and posthumanist criticism
Sýkora, Ondřej ; Bílek, Petr (advisor) ; Vojvodík, Josef (referee)
The work has launched out from reading Alain Robbe-Grillet texts within the framework of Posthumanist criticism in literature and the arts. It reaches, however, beyond the enclosed context of the "Nouveau Roman", toward broader aesthetic and philosophical nexus: French Structuralism and Post-Structuralism in particular. The work falls into two parts, representing two approaches that reflect and complement each other. The first part, "Viewpoint and Non-Human Object of Art", critically approaches humanism, existentialism, and visual aspects of Robbe-Grillet's texts. Robbe-Grillet's critique of anthropomorphic metaphor and Barthes' "Writing Degree Zero" are linked with Ortega y Gasset's modernist concept of "The Dehumanization of Art". Comparison of Jealousy with Sartre's Nausea expounds Robbe-Grillet's approach of impersonal description. Consequently, the paper discusses the relation between speech, rhetoric and ontology (in Foucault's interpretation of Roussel), Deleuze's "structure of the Other", the reading process, and the technique of literary and cinematic angle and image. Final chapter interprets Robbe-Grillet's "stage", comparing it to Duchamp's Etant donées as a strongly visualized object that changes the perception and attitude toward a text. The second part, "Literature, death, technique" discusses...
Artificial intelligence for real-time strategic games
Sýkora, Ondřej ; Kryl, Rudolf (referee) ; Brom, Cyril (advisor)
Among the computer game players, real-time strategy games (RTS) are one of the most popular genres. Despite of this fact, there is a very low number of publications concerning this genre. In this thesis we study the problem of an action selection in the real-time strategy games using methods based on Markov decision processes. In the first chapters we introduce the genre of real-time strategy games from the game designer's perspective as well as from the view of an artificial intelligence researcher. We give an introduction to the Markov decision processes and to methods designed to solve them. We propose a solution of the problem of an action selection based on Markov decision problem solving using a discrete-event simulation of the real-time strategy game. We test the clarity of the proposed method and its properties.

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