National Repository of Grey Literature 80 records found  beginprevious18 - 27nextend  jump to record: Search took 0.00 seconds. 
Business model of a central heating plant
Dlouhý, Petr ; Křivánek, Mirko (advisor) ; Majerech, Vladan (referee)
Presented thesis deals with the usage of computer simulations in management decision. Modeled environment is selected heat-distribution network, however model and its conclusions can be used for arbitrary heat - distribution network. Model is focused on business management view ofcontrol of heatand electricity generating sourcesdepending on power-producing market, weather and other varying parameters. Powered by TCPDF (www.tcpdf.org)
Approaches to computer cognition of musical recordings
Kadlec, Jan ; Majerech, Vladan (advisor) ; Obdržálek, David (referee)
In our study we deal with various stages of human cognition of real-life musical signals, create their models and discuss their implementation. The rst part compares time-frequency representations and their factorization into sinusoids and background noise. We combine various approaches to coupling sinusoids into trajectories. Next we examine methods for the estimation of note parameters from trajectories and methods for musical instrument classi cation. The nal part focuses on global music-theoretical features of recordings such as tempo, melodic phrases, chord accompaniment or key.
Effective Algorithms for Verifying Goals in Computer Games
Suda, Martin ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
In the present work we study non-uniform methods for searching game trees of two player games with perfect information. Particularly the non-uniformity based on threats as realized in lambda search and dual-lambda search algorithms is investigated. Threats, de ned as such attack moves that if followed by a pass from the defender result in his certain loss, allow for a reduction of the search space while guaranteeing correctness at the same time. The work then describes a new method for construction of so called relevancy zones, a list of moves or places on the game desk that can only have in uence on the result of the problem in question. Using these zones it is possible to speed up the mentioned algorithms considerably. In the work there are also described three games, AtariGo, Hex and Go-Moku, and their appropriateness with respect to the studied methods is analyzed. Part of the work is also an implementation of the methods for these games using known techniques (transposition tables, history heuristic).
Top-trees implementation
Šofka, Jiří ; Majerech, Vladan (advisor) ; Mareš, Martin (referee)
Title: Top Trees implementation Author: Jifi Sofka Department: Department of Theoretical Computer Science and Mathemat- ical Logic Supervisor: Mgr. Vladan Majerech, Dr. Supervisor's e-mail address: Vladaii.Majerech@mff.cmii.cz Abstract: Dynamic data structure Top Trees is used to represent a tree by a binary structure of tree contractions. Vertices of such a binary tree are called clusters. Each cluster represents one contraction and contains aggregated data of its children. One of the main advantages of Top Trees is the separation of cluster's data management into Create, Destroy, Join, Split and Select functions which are automatically called as the internal structure of Top Trees changes. The implementation of Top Trees is therefore independent of all the properties that are tracked about the original tree (i.e. 2-connecticity, tree median). The size of cluster's aggrefated data about one tree property may de- pend on the size of the entire original tree and its calculation can be time consuming. The operations used to query the Top Tree about different tree properties often result in Top Tree structural changes. In the original Top Tree design, each of the affected clusters needs to update the data belong- ing to all tracked properties when such structural change occurs. Not all of the properties are...
Solving of Problems using MCTS
Malý, Dominik ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
Title: Solving problems using MCTS Author: Dominik Malý Department: Department of theoretical informatics and mathematical logic Supervisor: RNDr. Jan Hric Supervisor's e-mail address: Jan.Hric@mff.cuni.cz Abstract: MCTS (Monte Carlo Tree Search) methods are a state-of-the-art approach to the computer solution of strategic board game Go. Because of their versatility and successfulness, these techniques show great potential for all kinds of problems. This paper aims to explore the suitability of MCTS for solving different kind of problems, specifically games of one player, like Sudoku or SameGame. I've created a computer player based on MCTS, who can solve not only Sudoku and SameGame, but also other tasks of similar kind. I've experimentally examined many MCTS extensions and their eligibility for solving these games and through extensive testing I've also compared the suitability of various kinds of UCT selection fun- ctions and used heuristics. In case of SameGame I've compared my algorithm to another exi- sting one undertaking the same problem. In the end I've described what kind of problems has a MCTS-based computer player to overcome, if it is to successfully solve games of this type, and what characteristics should these problems posses to be suitable for MCTS solution. Keywords: MCTS, Go, Sudoku,...
Methods of MCTS and the game Arimaa
Kozelek, Tomáš ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
Game of Arimaa is an artificially created strategic board game with the purpose to be difficult for computers. A vast majority of introduced computer engines for Arimaa are based on successful approaches from chess, namely the minimax algorithm with pruning and further extensions. In this thesis we have analyzed the applicability of the so called MCTS methods in the game of Arimaa. MCTS methods are a state-of-the-art approach to the computer Go with bright prospects in other strategic games as well. We have implemented a MCTS based Arimaa engine called Akimot and adapted the MCTS techniques for the Arimaa environment. We have experimented with various MCTS enhancements known from computer Go and identified which are prospective in our setup. Moreover, we have proposed several new enhancements on ourselves. Performance experiments show that our MCTS approach is comparable to an average engine.
Small games - gobblet - draw strategy
Bureš, Filip ; Majerech, Vladan (advisor) ; Hric, Jan (referee)
Title: Small games - gobblet - draw strategy Author: Bc. Filip Bureš Department: Department of Theoretical Computer Science and Mathematical Logic Supervisor: Mgr. Vladan Majerech, Dr., KTIML Abstract: 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 non-cooperative board game for two players with perfect information and zero-sum. 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 method which should be used for finding the draw strategy. Keywords: gobblet, draw, strategy
Go on Small Boards
Čížek, Pavel ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
In presented work we study applicability of the heuristics used in computer analysis of the chess (to be specific we will consider transposition tables, killer moves, history heuristics and counter-moves) for the valuation of the position in the go. In the first part will try to deal with problems which arises, because rules and behaviour of the chess and go are really different in some ways. Obtained heuristics had been implemented and at the end we will try to evaluate their efficiency and mutual (in)dependence experimentally using this program to solve some simple positions.
Evaluation function for Atari-go
Kudělka, Miloš ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
The present work describes a design and an implementation of Atari Go computer game. This includes an implementation of mini-max and mini-max with alpha-beta pruning algorithms for searching for the best moves. Additionally, the work describes the design and the implementation of an evaluation function and the selection of suitable criteria of the position. This function then can evaluate the position by evaluating these criteria. Further on, the work demonstrates one style of improving the parameters of evaluation function - simple learning algorithm is designed, applied to this problem and implemented. This algorithm improves the parameters by playing games. The results of improvings are presented in the work, too.
Applications of Patterns in Game Go
Hamplová, Romana ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
This work implements a solver for tactical goals in the game of Go (for example capturing stones, connecting groups). The solver is based on recognizing the shapes of stones on the desk and choosing the moves from prede ned patterns and the follow-up moves. The main part of this work features analysis and proposal of convenient representation of patterns which follow typical situations in the game and their solving considering both the attacker and the defender. User interface of the program allows execution of the solver including selection of the type of the tactical goal, creating new patterns and editing the whole database of patterns. The work also contains a precreated pattern database.

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