National Repository of Grey Literature 35 records found  beginprevious21 - 30next  jump to record: Search took 0.01 seconds. 
Object detection and tracking
Fejfar, Petr ; Obdržálek, David (advisor) ; Plch, Tomáš (referee)
This paper focuses on object detection and tracking with the help of laser range finder sensor. The paper investigates other author's way of solving similar problems and analysis the problem as it is. The application of the task of robot competition is chosen as the reference problem which is solved as follows. The possible port solution for the non-PC platforms is emphasized. The basis of the solution is built on the idea of Kalman's filters and the identification of the objects acording to their position and speed. Powered by TCPDF (www.tcpdf.org)
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.
Komunikace a paměť pro plausibilní agenty
Kopal, Vojtěch ; Sýkora, Ondřej (advisor) ; Plch, Tomáš (referee)
In the present work we have focused on comparation of different implementation of memory for plausible agents in multi-agent environment. I have created a simulation whereby the agent are strangling to fulfill their need to eat. To succeed they have to learn the locations of food resources using the implemented spatial memory and an ability to communicate with each other. Later the agents are evaluated according to the level of hunger throughout the simulation.
Implementation of the SF-HRP action selection mechanism
Farka, František ; Plch, Tomáš (advisor) ; Dvořák, Filip (referee)
In this thesis, we present our C++ implementation of the State-Full Hierarchical Reactive Planning (SF-HRP) mechanism for action selection for virtual agents. The implementation is connected to 3D virtual environment and provides access to 3rd party software for profiling purposes vie defined interface. A prototype of such a profiler is part of the implementation. The thesis also presents an input format for agent's behavior description and is used within the implementation. Both the implementation and input format are demonstrated on testing scenarios. The SF-HRP concept is discussed with respect to the difficulty of design of agent's behavior and complexity of the implementation.
Utilizing HLA for agent based development platforms
Jedlička, Tomáš ; Plch, Tomáš (advisor) ; Bednárek, David (referee)
The High Level Architecture (HLA) provides a universal solution for interconnecting various simulation environments and applications thus creating a more complex simulation entity. The idea is built upon controlled and directed data exchanges of objects and events (via the RunTime Interface - RTI) shared by participants (i.e. simulations) thus creating a distributed data environment. The aim of this thesis is to investigate usability of HLA for agent based development platforms (e.g. Pogamut) as well as providing transparent and simple to use access to HLA for HLA unaware applications. The thesis describes architecture and provides a prototype proof-of-concept implementation, which integrates HLA with two different (closed source) game engines providing them the ability to communicate to a simple client application according to a reasonable subset of the HLA standard. The thesis also provides performance measurements of prototype implementation.
Tools for generating and editing of 2D terrain
Mocný, Ondřej ; Sýkora, Ondřej (advisor) ; Plch, Tomáš (referee)
Unity is a game development tool with large userbase. One of the features it is missing, however, is a deeper support for the development of two dimensional games. In particular a tool for editing and generation of two dimensional terrain. The aim of the presented work is to design and develop this tool. First, the problem is analysed and a set of requirements is assembled. Then, the Unity development environment is described in order to be able to use it for implementing the tool. The tool is designed from the programmer's point of view and data representation inside Unity is proposed. Large part of the work is also devoted to describing different algorithms used for terrain generation. Finally, the user interface of the program is designed using the knowledge gained by studying Unity.
Tool for editing PDDL projects
Chomut, Miroslav ; Plch, Tomáš (advisor) ; Dvořák, Filip (referee)
Title: Tool for editing PDDL projects Author: Miroslav Chomut Department / Institute: Department of Software and Computer Science Education Supervisor of the bachelor thesis: Mgr. Tomáš Plch Abstract: The Planning Domain Definition Language (PDDL) is one of standard languages used for defining planning domains and problems. PDDL is a syntactically complex language therefore developers often make syntax and semantic errors. Working with larger PDDL files is time consuming. Unlike imperative programming languages (e.g. C#, C++), there is no suitable widespread tool for editing PDDL. Our goal is to provide PDDL developers with tool for comfortable editing, which is known from tools for imperative programming languages (e.g. Microsoft Visual Studio). This thesis describes our project called PDDL Studio, which is capable of a) syntax highlighting, b) context sensitive code completion, c) error detection with Interactive Error Table, d) code collapsing, e) project management, f) XML export and import features, g) planner integration and h) common editor features (e.g. Bracket Matching, Line Counter). Our tool is multiplatform and it is designed to increase efficiency of PDDL developers and code readability. Keywords: Problem Domain Definition Language, Integrated Development Environment, editor, syntax checking,...
Turn-based strategy
Poljak, Štěpán ; Zavoral, Filip (advisor) ; Plch, Tomáš (referee)
The aim of this thesis is the design and implementation of a network turn-based strategy for two and more players where every single player governs his towns, armies, resources and units, fights against other players and develops his heroes. Game contains 2D graphic interface and provides a possibility to play over local network based on client-server architecture. Program also contains artificial intelligence for computer player. Thesis also contains comparison with similar existing projects, description of possible aprroaches to solution of artificial intelligence in area of decision making and analysis of implementation problems, especially in area of network communication and artificial intelligence.
Adaptive formations for virtual agents
Švagerka, Michal ; Plch, Tomáš (advisor) ; Čermák, Miroslav (referee)
There is a growing number of virtual agents in today's virtual worlds. This is directly related to the need of coordinating their behavior and movement. In this work we design algorithms to maintain desired formation of agents while moving through difficult terrain. The methods we study should maintain the requirements of the formation as well as traverse along various obstacles. We then use an arbitrary fitness function to compare the performance of these methods on typical scenarios.
Prostředí pro vývoj modulárních řídících systémů v robotice
Petrůšek, Tomáš ; Obdržálek, David (advisor) ; Plch, Tomáš (referee)
The subject of the thesis is the design and implementation of a modular control system environment, which could be used in robotics. Both autonomous and guided robots are supported. The higher-level software com- ponents like localization, steering, decision making, etc. are effectively sepa- rated from the underlying hardware devices and their communication protocols in the environment. Based on the layered design, hardware-independent algo- rithms can be implemented. These can run on different hardware platforms just by exchanging specific device drivers. Written in C++ using standard libraries, the final software is highly portable and extensible. Support for new platforms and hardware modules can be implemented easily. The whole sys- tem was tested on two robots and the particular instances of the systems built using this development environment are included in the solution and partially described in the thesis.

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