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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.
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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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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
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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.
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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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Medieval manusripts' analysis
Piptová, Marcela ; Šikudová, Elena (advisor) ; Bída, Michal (referee)
This thesis deals with an analysis of medieval manuscripts using statistical methods. Firstly, the document is binarized, i.e. the foreground regions are classified. Then the detection of text lines is performed. Finally, detected text lines are split into separate words. This process is more complicated for historical manuscripts compared to printed documents due to their age, irregular page layout and non-textual parts (images) within the text. In this text, various approaches to these problems are discussed. Particular attention is paid to the algorithm that was designed and implemented to perform the detection and deletion of non-textual parts of the document. Experimental results are included and evaluated. 1
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Grid-based Online Multiplayer Strategy Game
Fibich, Michal ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Grid-based Online Multiplayer Strategy Game Author: Michal Fibich Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: Playing a massively multi-player on-line real-time strategy game is connected with expectation of playing with other players close to your position in the game. Some games of this kind have a very long life cycle where the progress of each player is persistent. A match can take months, even years to finish. However, every match is very dependent on the amount of participants which is not always ideal. Different seasons of the year can cause massive drops in the amount of players. There have already been attempts to incorporate an artificial intelligence to these matches, but the goal was to provide a win condi- tion instead of fighting a decreasing player base. That is why we have started developing a framework which includes the basic mechanics of the game and al- lows customization of basic game elements such as units, resources, buildings or entire nations. Part of the framework is an artificial intelligence which is capable of playing games created using the framework along with players. The problem was to find a proper behaviour for the artificial intelligence that...
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Classic Card Games
Mifek, Jakub ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Although there are libraries simplifying creation of card games, only few of them provide general and comprehensive design that facilitates creation of any classic card game. Our library enables simple development of card games and their graphic representation. As part of all-in-one solution we created a client-server application that is able to run any card game created using our library. To evaluate our library we implemented five exemplary games. We also created self-learning artificial intelligence that should be able to learn any classic card game implemented using our library with minimal developer's input. For our artificial intelligence we chose Q-Learning method. We hope that our project will enable simple and effective card game development and distribution to the gaming community.
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Psychological Experiment in Virutal Reality
Kotěšovcová, Tereza ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Psychological Experiment in Virtual Reality Author: Tereza Kotěšovcová Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D. Abstract: There were many experiments conducted in real environment studying the psychological effect called social facilitation. It describes changes in human behavior caused by the mere presence of other human. Usually the tested person performs a task while being watched by this other human and his performance is measured. For easy or well-known tasks, the performance is expected to be higher (social facilitation). On the other hand, for complex or novel tasks the performance gets lower (social inhibition). Our goal was to create a program, which allows us to conduct this experiment in virtual environment - the observer will be a virtual agent controlled by computer. The experiment can be configured, for example the agent behavior or content of the task can be changed. If proven true the findings about social facilitation caused by virtual humans could be relevant in areas such as computer games development or interface design. Keywords: virtual reality, psychological experiment, HTC Vive
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