National Repository of Grey Literature 28 records found  beginprevious19 - 28  jump to record: Search took 0.00 seconds. 
Varianty problému obarvení
Lidický, Bernard ; Kráľ, Daniel (referee) ; Fiala, Jiří (advisor)
The choice number is a graph parameter that generalizes the chromatic number. In this concept vertices are assigned lists of available colors. A graph is k-choosable if it can be colored whenever the lists are of size at least k. It is known that every planar graph without triangles is 4-choosable and there is an example of a non-3-choosable planar graph without triangles. In this work we study the choice number of planar graph without triangles and other short cycles.
Simulation of tools coating
Jílek, Jan ; Kára, Jan (advisor) ; Lidický, Bernard (referee)
Autor: Jan Ji'lek Katcdra: Katcdra aplikovanc matemaliky Vedouci bakalafske prace: RNDr. Jan Kara, Ph.D. e-mail vedouciho: Jan.KaratVnn ff.cuni.cz Abstrakl: Je dana povlakovaci komora, ve ktere je rolujiei system rotujicich drzaku, ktcrc drzi rotujici nastroje. Dale jsou v koinofe umisteny clcktrody (z ruznyeh matcrialu), zc kterych se odpafuje material a nanasi sc na nastroje. C'ilem prace je simulovat proccs nanaseni a co ncjvcrohodneji graficky zobrazit nanesenou vrstvu na danych mistceh povlakovanych nastroju v zavislosti na jejich umistcni, umisteni a poctu elektrod, rychlosti otaccni soustavy a umisteni ruznych stinidel. Title: Simulation of tools coating Author: Jan Jilek Department: Department of Applied Mathematics Supervisor: RNDr. Jan Kara, Ph.D. Abstract: In the given coating chamber is a system of rotating holders, which hold rotating tools. The chamber also contains electrode (of various materials), from which the material evaporates and is coating the tools. The goal of the thesis is lo simulate the process of coating and visualize the resulting layer in given places of coated tools depending on their placement, number of electrodes, speed of rotation and placement of various shades. - 4 -
Editor matematických výrazů
Holaň, David ; Lidický, Bernard (referee) ; Jelínek, Vít (advisor)
In the present work we study the concept and implementation of "MaEd for LATEX", a portable graphical user interface program for creating and editing of LATEX formulae. The program is designed to allow a beginner to create even complex formulae without any knowledge of underlying LATEX source code. The user can also import his own source code and the program doesn't make unnecessary changes to the imported source code, like removing comments and indentation. The concept describes how was the program's GUI designed. The LATEX commands available for creation of math formulae are described along with their syntax and level of support in the program. The work also analyzes structure of LATEX source code.
Ditchers
Slabý, David ; Cibulka, Josef (referee) ; Lidický, Bernard (advisor)
The aim of this work is to combine the playability and the idea of the legendary game Tunneler with the option of programming arti cial intelligence for computer players. Writing scripts and their use in the game is separated from the game itself, so the author of a script only has to know the scripting language and a few interface functions to successfully create an intelligent robot. At the same time the game is suffciently attractive to casual players, it is easy to operate and has some additional features, such as multiple weapons, maps and robot types. Another important feature is the option of playing over LAN.
Počítačoví protivníci ve hře BJS
Dzetkulič, Michal ; Marek, Luděk (referee) ; Lidický, Bernard (advisor)
In the present work I study creating of the gaming arti cial intelligence from scratch to a level usable in the real world computer game. I present various techniques used for programming of the arti cial intelligence. One algorithm for nding the paths over the terrains in the BJS computer game is chosen for implementation and is sucessfully implemented. Scripting, its use and advantages are discussed in this work and existing scripting language is chosen and embedded into the project. Two types of decision making AI algorithms are studied in more detail and are implemented successfully using the scripting for this purpose.
Bombic 2
Fišer, Karel ; Jelínková, Eva (referee) ; Lidický, Bernard (advisor)
Title: Bombic 2 Author: Karel Fišer Department: Department of Applied Mathematics Supervisor: RNDr. Bernard Lidický Supervisor's E-mail address: bernard@kam.mff.cuni.cz Abstract: The aim was to analyze the shortcomings of the first version of the game Bombic and to desing game and map editor removes these deficiencies. This concept then implement and create a programming and user documentation. As a result of the work originated programming piece, which consists of two programs. In the chapters of this work I describe in details the shortcomings of the first version, design of data storage and architecture of both programs. In chapter 6. I bring the user documentation. Read here how to install the programs, how to set up and play the game. I'm describing how to work with the map editor and how to create a new map. Keywords: Bombic, side-scrolling, arcade game, deathmatch
Barvení grafů pomocí mravenčí kolonie
Vámošová, Mária ; Lidický, Bernard (referee) ; Jelínková, Eva (advisor)
In the present thesis we deal with the Graph Coloring Problem. We provide an overview of the existing approaches and focus on the Ant Colony Optimization heuristics. We have selected three algorithms, implemented them and performed a set of tests on several commonly used graph instances to study their advantages and drawbacks. We also compared their results to the best known at time to nd out how much they are suitable for the problem. In this thesis we also present an original algorithm.
Strategies for generalized Reversi
Tupec, Radek ; Lidický, Bernard (referee) ; Cibulka, Josef (advisor)
The aim of this work is to design generalized Reversi (also known as Othello) and implement the application for editing and testing strategies of artificial intelligence. In the beginning of the work full rules of the game and solved problems are presented. After that follows detailed description of implemented strategies, programmer and user manual. At the conclusion of the work there is the report about using the application and possible extensions of the application.
KBang
Čevora, Michal ; Dokulil, Jiří (referee) ; Lidický, Bernard (advisor)
The aim of this work is to transform the card game called Bang! into a computer game that will be playable over computer network. In the beginning of the work I present the basic concepts of the game and I deal with solving problems related to implementation of the game. In the subsequent text I outline the architecture of the application with respect to server and client. From general architecture I proceed to the description of concrete implementation. First I acquaint the reader with the Qt, mentioning the reasons for its use, afterwards I describe the implementation of all parts of the project. In the conclusion of the work there is the user manual.
Variants of the coloring problem
Lidický, Bernard
The choice number is a graph parameter that generalizes the chromatic number. In this concept vertices are assigned lists of available colors. A graph is k-choosable if it can be colored whenever the lists are of size at least k. It is known that every planar graph without triangles is 4-choosable and there is an example of a non-3-choosable planar graph without triangles. In this work we study the choice number of planar graph without triangles and other short cycles.

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