National Repository of Grey Literature 31 records found  beginprevious22 - 31  jump to record: Search took 0.01 seconds. 
Generating life episodes for the purpose of testing of episodic memory models
Běhan, Zdeněk ; Kadlec, Rudolf (advisor) ; Bída, Michal (referee)
The goal of this work is to create a generator that provides a corpora of input episodes in the specified format, which can be used as an input to test episodic memory models. More specifically, the methods used should ensure the scope to be in years up to a possible lifetime of a typical human agent. It also attempts to verify this on an actual episodic memory model, and test if the generated data has high enough quality to be used for testing psychological paradigms on memory models.
Suffix tree construction with minimized branching
Bašista, Peter ; Dvořák, Tomáš (advisor) ; Kadlec, Rudolf (referee)
Suffix tree is a data structure which enables the performing of fast search-like operations on the text. In order to be used efficiently, it must be created quickly. In this thesis, we focus on the new kind of suffix link simulation called "minimized branching", which aims to increase the speed of suffix tree construction by reducing the number of branching operations. Our main goal is to present a comparison of the currently used methods for the suffix tree construction and to point out some advantages and disadvantages of the individual approaches. We introduce, implement and practically evaluate multiple variations of the standard McCreight's and Ukkonen's algorithms, as well as Partition and Write Only Top Down (PWOTD) algorithm, originally developed for disk-based construction. Our main result is the integrated description and implementation of these algorithms, which are both well-suited to be further built upon. We also present a simple recommendations on when it is advisable to use a particular algorithm's variation and why.
Planning systems in game level design and agent control
Tóth, Csaba ; Kadlec, Rudolf (advisor) ; Barták, Roman (referee)
Planners are well developed tools in computer science, but their role is rather limited in games. We decided to test the possibilities of writing such a game around them. Proving that freely available, general purpose planning systems are worthy alternatives to custom made solutions could open a new path to small developers and popularize a new kind of gameplay powered by these tools. We attempted to exploit planners in two roles, in the development, to partially automate the level design process; and in the gameplay as a decision making tool for the acting agents. Our program is a puzzle game, more precisely an anticipation game, where the player has to foresee the future actions of the acting agents, then discover the pitfalls where they are heading. Using this knowledge he can modify their environment and force them to a desired outcome. A part of our program is a generator of such game challenges. We came to a conclusion that within some limitations planners are capable of creating believable agent behavior and while not all decisions can be handed over to the planning systems, they can lighten the task of the level designer.
Human-like bot
Dufek, Jan ; Kadlec, Rudolf (advisor) ; Dvořák, Filip (referee)
The main goal of my thesis is to create a bot for Unreal Tournament 2004 whose behaviour will be as similar as possible to human controlled players. At the beginning, I measured game play data from both humans and bots. Then, I chose one initial bot and I did five iterations of comparing bot data with humans data, selecting one difference, improving the bot with the aim to eliminate the difference and measuring data again. The successful improvements I made were removing rotations during running, adding reactions on hit and better weapon switching. The improvements that did not make a difference were adding a camping and roaming objective and evade using visibility module. In the end, believability of the bot was tested during a study with human players. The bot will take part in a human-like bot competition named the 2K BotPrize.
Integration of process modelling into the multiagent framework IVE
Návrat, Jan ; Brom, Cyril (advisor) ; Kadlec, Rudolf (referee)
The thesis focuses on a new method of designing and controlling multiagent worlds, applying the technique named "process modeling" currently used by commercial companies. The goal is to use the process procedures in order to improve and simplify designing of multiagent worlds. The thesis describes the design and implementation of a tool for process modeling extended by the possibility of IVE multiagent world simulation. The IVE multiagent world is further expanded by adding the tools for monitoring the extended processes and the possibility to use them in order to control these worlds. The thesis finally summarizes the main advantages of the new method and outlines possible further improvements. The reader of the thesis is also introduced to the area of agents, multiagent worlds and process modeling.
Evoluce chování inteligentních agentů v počítačových hrách
Kadlec, Rudolf ; Holan, Tomáš (referee) ; Kudová, Petra (advisor)
In the present work we study evolution of both high-level and low-level behaviour of agents in the environment of the commercial game Unreal Tournament 2004. For optimization of high-level behaviour in Deathmatch and Capture the flag game modes a new functional architecture for description of player's behaviour was designed and implemented. Then a genetic programming technique was used to optimise it. Experiments with both standard evolution schema and with coevolution are presented. In second series of experiments the NEAT algo- rithm was used to evolve low-level missile avoidance behaviour (so called "dodging").
Evolution of the use of memory
Polák, Marek ; Kadlec, Rudolf (referee) ; Holan, Tomáš (advisor)
The task of the bachelor work is to give a proposal and its implementation of application for simulating evolution of population. The outcome is a study of dependency of memory usage on energy of organishms in their environment. From ndings of simulation batches it could be said what parameters are useful for given environment from view of count of conditions to spent of energy, which organishm leeds to its life.
Výukové scénáře v projektu Pogamut
Vansa, Radim ; Gemrot, Jakub (referee) ; Kadlec, Rudolf (advisor)
: The goal of this project is to extend Pogamut platform with a tool for non-programmers, especially teachers, who want to use 3D virtual environment as a learning medium. They should be able to easily write scenarios, where they can test their students in different situations. One part of this bachelor thesis is the implementation of sample scenario proving student's abilities of orientation in urban environment. These scenarios can be scripted in naturally looking, localizable language interpreted in the Drools rule based engine. The Pogamut project allows to present these scenarios in first-class virtual reality worlds, for instance in Unreal Tournament 2004.
Konekcionistický model episodické paměti pro virtuální lidi
Burkert, Ondřej ; Kadlec, Rudolf (referee) ; Brom, Cyril (advisor)
The goal of this work is to design and implement a prototype of the episodic memory for virtual humans. The memory is inspired by up to date research on function of human memory for personal events (episodes) and human time perception. We design a model of memory based on this theoretical knowledge. We took as the point of departure episodic memory system and decision making system of Peskova. The decision making system is based on the BDI, theory of affordances and AND-OR trees. The former episodic memory suffered deficiencies in the recall for time-cued questions. Thus proposed model is working with a unique subsystem for the time perception which allows for more realistic storage and recall of past events. The agent enhanced by this model can reply to questions like "What did you do last week afternoons?". The prototype is programmed in Java using the framework Pogamut 2. Pogamut 2 is connected to the complex continuous 3D world of Unreal Tournament 2004 which allows us to verify the design in the challenging environment. We have conducted several experiments. The results show that the model extends agents cognitive abilities with a capability to understand socially established temporal patterns. That allows him to answer to the questions with a vaguely specified time information. Moreover, the memory...
Adaptive agents and emotions
Kadlec, Rudolf ; Kryl, Rudolf (referee) ; Brom, Cyril (advisor)
This thesis investigates possible assets of emotions for autonomous adaptive agents working in environments similar to the real world. In living organisms, emotions have developed as a mechanism of adaptation to the surrounding environment. Therefore it is worth asking whether mechanisms similar to emotions can be implemented in models of autonomous agents. In this thesis a model of ethology inspired agent using reinforcement learning was implemented. This model suggests that emotions influence the balance between exploring new strategies and exploiting the strategies already known (the so-called explore/exploit problem). Negative emotional evaluation leads to changes in action selection strategy. The emotional version proved to be better than the non-emotional one in some environments. In other types of environments, the expectations have not been fulfilled. The instability of the received results is probably caused by non-optimal parameterization of the whole model.

National Repository of Grey Literature : 31 records found   beginprevious22 - 31  jump to record:
See also: similar author names
3 KADLEC, Radek
1 KADLEC, Roman
3 Kadlec, Radek
3 Kadlec, Radim
1 Kadlec, Radovan
2 Kadlec, René
3 Kadlec, Rostislav
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