National Repository of Grey Literature 132 records found  beginprevious31 - 40nextend  jump to record: Search took 0.00 seconds. 
Navigation of Units in Video Games Using Flow Networks
Pacovský, Jan ; Gemrot, Jakub (advisor)
This thesis investigates the navigation of units in real-time strategy computer games and is focused on the task of navigating a bigger group of units through a game world that contains narrows passages. The narrow passages causes signi- ficant delays that could be avoided by splitting the group and taking some part of it through an alternative way. In this thesis, a solution using flow networks is proposed. The map is transformed into a flow network which then allows the planner to find an alternative route to the fully occupied narrow passage. The proposed method was tested in a simulator specifically designed for this task and compared with the conventional methods of navigation in computer games. The final evaluation shows that the navigation of units using flow networks can successfully solve this problem. 1
Framework for creation of games played in the file system
Pelc, Jiří ; Gemrot, Jakub (advisor) ; Ježek, Pavel (referee)
There is a wide market for all sorts of computer games. Only a small amount of them however contains any type of educational content focused on computer science. Comertionaly available games are either not customizable or straight up oversimplified, and therefore unusable for education in elementary nor secondary schools. This thesis is meant to try and fill the gap by providing software for creating customizable console games specialized for practicing basic tools of UNIX shell. The first part describes how the Framework provides means to code the games controlled using the standard file system actions of UNIX. The game developer is given a library to define rules applicable on those actions (e.g., moving or creating a file or directory). He can also define default state of the file system to provide well-defined puzzles or hints to the task presented. However complex and well-written an environment with such a rule set can be, it cannot be considered a game unless some entertaining or motivating parts are included. Therefore, the second part of the thesis focuses on examples of the games such as the Ferryman problem puzzle or Simplified chessboard, which are meant to provide inspiration for the framework user.
Machine Learning for Simulated Military Vehicles
Závorka, Kamil ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
Recent research in the field of neural networks has shown that this is a very promising area of artificial intelligence. Results of the research indicate that neural networks are currently able to at least match humans in many areas. One of the intensively researched sectors is the driving of autonomous vehicles. Although most people focus on autonomous vehicles in the real world, this new artificial intelligence can also be beneficial for driving in the digital world. As more and more activities and experiments are being moved from real environments to simulated environments, the demands on the quality of artificial intelligence found in digital environments are also increasing. The aim of this work was to explore the possibilities of artificial intelligence based on deep feedback learning in the field of parking simulated vehicles. Based on this research, we created a prototype neural network and evaluated this prototype during parking in a simulated environment.
Game Based on Evolutionary Algorithms
Kotěšovcová, Tereza ; Pilát, Martin (advisor) ; Gemrot, Jakub (referee)
The evolution of the movement of virtual creatures is an interesting application of evolutionary algorithms in the field of Artificial Life. The goal of this thesis was to explore the possibilities of its use in computer games. As part of this thesis I proposed a game with the theme of evolution of the movement of virtual creatures, I created a system for their evolution based on information from existing works and expanded it with the features needed for the proposed game. In the course of the work, it turned out that the evolution is too computationally demanding to use in the game. Therefore, I created a simplified game prototype and in my work I focused more on experimenting with various settings of the algorithms for the evolution of virtual creatures.
Procedural Generation Of Skill Trees In Video Games Using Graph Grammer
Anagnoste, Marius-Alexandru ; Gemrot, Jakub (advisor) ; Pergel, Martin (referee)
This study investigated the possibility of procedural generation of skill trees which are similar to skill trees in contemporary video games. A set of randomly-selected skill trees from contemporary video games, from differ- ent game genres, was compiled, and an analysis was performed to extract relevant observations from the set. Using the observations, models for skill tree generation, and for skill tree comparison were proposed, and they were followed for the generation and analysis of the results. It was found that the method of Graph Grammars provided satisfying results compared to the set of skill trees from video games. Additionally, the other methods researched, L-Systems and Naive Randomized Graph Generation, while both may still require improvements discussed in the thesis in order to provide more satis- fying results, they may still be used for particular needs by game designers as they are. 1
Generating High-Precision Navigation Mesh
Sanchez, Luis ; Gemrot, Jakub (advisor) ; Rittig, Tobias (referee)
Navigation meshes are a widely used method for representing the world geometry in a format that can be used by pathfinding algorithms. Frequently used navigation mesh generation algorithms first discretize the input ge- ometry into a grid of voxels and then reconstruct the mesh out of them. This benefits the simplicity and performance of the algorithm, but comes with drawbacks. If the voxels are too large, the navigation mesh is not precise enough and may even have some pathways missing. If the voxels are too small, creation of the mesh takes too long. In this thesis we propose and implement an algorithm that creates a navigation mesh directly from the input geometry without using an intermediate voxel representation. This allows us to preserve original detail where required and results in a more precise navigation mesh. 1
Opening Planner for Computer Game StarCraft: Brood War
Dostál, František ; Gemrot, Jakub (advisor) ; Hric, Jan (referee)
Starcraft: Broodwar is popular strategic game and it's gameplay, automated or not, provides many issues to solve. One of these problems is the choice of early-game buildorder in a situation there is no access to any information about players opponents or their strategies. Most playing agents solves this problem by random choicefrom standardised strategies. These strategies have to be preplanned. Goal of this theses is then to implement offline planner capable of preplanning concrete steps so that if the agent follows them precisely, the plan will be completed in optimal time. The planning is done via search through temporal state space. 1
Analysis and management of EVTC logs
Sejkora, Jiří ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
EVTC is a binary format of combat logs generated by arcdps, an addon for Guild Wars 2, a multiplayer MMORPG game. These combat logs are used to analyze combat performance, which allows players to improve their gameplay. Using the .NET platform and the Eto.Forms framework, we have built a cross-platform program for managing EVTC logs. The program allows players to efficiently browse through thousands of EVTC logs, search for specific logs and upload them to third-party services. We have also created a new .NET library for extracting and interpreting data from EVTC logs. This library is used for the log manager and may be used for other projects in the future. In the process, we have discovered new reliable methods of extracting high-level results from EVTC logs. 1
Hand Tracking for Mobile Virtual Reality
Smirnov, Alexander ; Gemrot, Jakub (advisor) ; Šikudová, Elena (referee)
Mobile Virtual Reality inspired by Google Cardboard (where a smartphone is placed in a cheap headset with no electronics) has lost its popularity after standalone VR headsets appeared on the market. The devices like Oculus Quest support full tracking of the real-world position and rotation of the headset and a pair of controllers (or even just the user's hands), all without any external sensors or computers, while Cardboard-like applications only track the rotation of the user's head. We tried to create a framework that could provide a similar experience to the standalone headsets - a mobile VR application capable of tracking itself and the user's hands in 6 degrees of freedom, all while only requiring a smartphone with a few cheap additions. We used Unity AR Foundation to achieve headset tracking and a variety of OpenCV algorithms to solve hand tracking - ArUco markers, Color Thresholding, Camshift, and deep learning approaches like OpenPose and YOLOv3. Our focus was on testing the hand tracking algorithms, and we discovered that while they are far from perfect, the concept is feasible, and, with some improvements, the framework could become a real competitor in the space of standalone VR headsets.
Simulator of the Computer Game Gwent
Smelík, Patrik ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
The goal of this project was to create a simulator for the card game Gwent: The Witcher Card Game in C#. The simulator can simulate games of a player against an AI and also games of two AIs against one another. With that, we can test the behavior of artificial intelligence in several different scenarios and with different card decks, which helps with its evaluation and comparison against other AIs. The main goals were easy card addition using an XML file, the implementation of artificial intelligence through an Interface and effective loading of cards into the program. In addition, the program implements a console user interface for easy player input and a game simulation with several options to create and edit the different scenarios, save them and later load them.

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