National Repository of Grey Literature 35 records found  beginprevious26 - 35  jump to record: Search took 0.00 seconds. 
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.
Graphical engine for FPS
Forch, Jan ; Plch, Tomáš (referee) ; Yaghob, Jakub (advisor)
Title: Graphical engine for FPS Author: Jan Forch Department: Department of Software Engineering Supervisor: RNDr. Jakub Yaghob, Ph.D. Supervisor's email address: Jakub.Yaghob@mff.cuni.cz Abstract: The aim of the present thesis are technologies of computer games development. Thesis is mainly focused on FPS (first person shooter) type of games. For that type of games is typical three dimensional graphics. Main topics of that text are related algorithms, structures, libraries and optimalizations, which lead to successful realization of computer game. Important part of the thesis is concrete implementation of game which uses described solutions. Keywords: engine, 3D graphics, artificial intelligence, navigation, game
The testing of soccer strategy
Fiklík, Vladimír ; Plch, Tomáš (referee) ; Vyskočil, Tomáš (advisor)
The aim of this work is to create a system for testing and simulating soccer strategies. The task for the user is to write a strategy which describes a behavior of soccer players during the game. The strategy is written in a script in Scheme programming language. During the game the script is used to control soccer players. The second part of this work is to write a script for an intelligent opponent (in the Scheme language).
HTN planning for project IVE
Holeček, Ondřej ; Brom, Cyril (advisor) ; Plch, Tomáš (referee)
IVE is an ambitious project whose main effort was to create a highly scalable architecture to allow discrete simulation of large-scale virtual world full of virtual beings and their virtual lives. Part of the project is an implementation of reactive virtual beings fully driven by their environment. In this work I try to extend this reactive intelligence by ability to plan in advance actions and their specific execution order to successfully accomplish its tasks. I am trying to achieve this by attaching external HTN planning system, implementing automatic world representation translation and mutual interaction between IVE framework and planning subsystem. Along with planning I add not only ability to plan ones individual tasks, but also more complex planning of cooperation of multiple beings on common goals, which may be somewhat difficult using only reactive control.
Mechanismus výběru akcí pro animata
Plch, Tomáš ; Surynek, Pavel (referee) ; Brom, Cyril (advisor)
In this thesis we study the method of reactive planning, which is very popular for modeling behavior of virtual beings. Advantage of this approach is in the simplicity of design, its speed and believable behavior of agents in dynamic and complex environments. Thanks to the simplicity of the concept, it is rather difficult to model complex forms of behavior in a way, that the resulting behavior is believable and perceived intelligent. This thesis is focused on the expanding the concept of reactive planning in such a fashion, to compensate for observed limitations, preserving the basic concepts. The thesis contains proposals for various improvements to the basic structure of reactive plans - the reactive plan. In the presented work, we analyze practical problem of action selection used in reactive planning. Part of the thesis is a simple prototype, which is used to present some of the tackled limitations of reactive planning.

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