National Repository of Grey Literature 94 records found  beginprevious31 - 40nextend  jump to record: Search took 0.01 seconds. 
Automated GUI Generation for functional data structures
Podloucký, Martin ; Pergl, Robert (advisor) ; Hric, Jan (referee)
This thesis addresses the problem of automated graphical user interface generation for functional programs. First an analysis of current state in the field of automated GUI generation is performed. Based on the analysis the concept of Functionally Structured User Interface (FSUI) is introduced. Meta-data system for code annotation is then specified for the Clojure programming language and a transformation from this system to FSUI data model is implemented. Finally a graphical layer for displaying the actual interface is implemented in Clojure. Benefits of this approach are demonstrated by proof-of-concept case study.
Government simulation game
Dekánek, Matúš ; Zajíček, Ondřej (advisor) ; Hric, Jan (referee)
The aim of this work is to design and implement a model of state`s economy and to use it in a game. The virtual world contains centers of production, which can be full of various productions. These buy raw materials and sell their products earning a profit. The model is designed to be very flexible and allows broad setting possibilities. A player should be able to gain profit and major market share trough proper investments and adjusting parameters of his production capacities. There is also a simple computer opponent in the game, to compete with for the market share. The game has GUI, the model as such is independent on the user interface. The program was implemented using a multi-platform open-source library wxWidgets for c++, it can therefore run both on linux and Windows OS.
Evaluation function for Atari-go
Kudělka, Miloš ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
The present work describes a design and an implementation of Atari Go computer game. This includes an implementation of mini-max and mini-max with alpha-beta pruning algorithms for searching for the best moves. Additionally, the work describes the design and the implementation of an evaluation function and the selection of suitable criteria of the position. This function then can evaluate the position by evaluating these criteria. Further on, the work demonstrates one style of improving the parameters of evaluation function - simple learning algorithm is designed, applied to this problem and implemented. This algorithm improves the parameters by playing games. The results of improvings are presented in the work, too.
Applications of Patterns in Game Go
Hamplová, Romana ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
This work implements a solver for tactical goals in the game of Go (for example capturing stones, connecting groups). The solver is based on recognizing the shapes of stones on the desk and choosing the moves from prede ned patterns and the follow-up moves. The main part of this work features analysis and proposal of convenient representation of patterns which follow typical situations in the game and their solving considering both the attacker and the defender. User interface of the program allows execution of the solver including selection of the type of the tactical goal, creating new patterns and editing the whole database of patterns. The work also contains a precreated pattern database.
Functional reactive programming for web applications
Smrž, Roman ; Pudlák, Petr (advisor) ; Hric, Jan (referee)
Functional reactive programming provides mechanisms of describing dynamic systems in a declarative and type-safe manner, which is traditional domain of functional languages in general and Haskell, which we use here, in particular. We explore ways, in which it may be applied to programming web applications, specifically, we design a domain specific language intended for writing web pages as a part of a Haskell program, which would generate the actual code served to the client, and enriching them with dynamic content; and also find out to what extent we may broaden the expressive power of such library given certain inherent constraints of the chosen method. In doing so, we utilize the tree-like structure of the HTML page, which is quite suitable to be written as a source code in a programming language and to which we embed additional entities providing the dynamics and interactivity.
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
Artificial Intelligence for the Game Fantasy Realms
Miklóšová, Tereza ; Hric, Jan (advisor) ; Zelinka, Mikuláš (referee)
In this thesis we work on the implementation of the card game Fantasy Realms for simultaneous play of more than one player and the artificial intelligence capable of playing this game. The artificial intelligence is based on greedy algorithm which we reworked to greedy algorithm with greater insight and on reinforcement learning. Greedy algorithm has been proved to be a good model for playing this game and has achieved great results in regard to average score. On the other hand learning agent based on reinforcement learning has not been very successful, because the model of the game we provided to it was not satisfactory for learning purposes. Thus the agent learned by reinforcement learning could not overcome the greedy one. 1
Artificial intelligence for the game of Azul
Počatko, Michal ; Dingle, Adam (advisor) ; Hric, Jan (referee)
A comparison between three different approaches to developing an AI agent for the board game Azul and their implementation, testing and consequent results of said tests. A part of the thesis is also a simulator created in a game engine for playing against a local player or an artificial intelligence agent.
Effective Algorithms for Verifying Goals in Computer Games
Suda, Martin ; Hric, Jan (advisor)
In the present work we study non-uniform methods for searching game trees of two player games with perfect information. Particularly the non-uniformity based on threats as realized in lambda search and dual-lambda search algorithms is investigated. Threats, de ned as such attack moves that if followed by a pass from the defender result in his certain loss, allow for a reduction of the search space while guaranteeing correctness at the same time. The work then describes a new method for construction of so called relevancy zones, a list of moves or places on the game desk that can only have in uence on the result of the problem in question. Using these zones it is possible to speed up the mentioned algorithms considerably. In the work there are also described three games, AtariGo, Hex and Go-Moku, and their appropriateness with respect to the studied methods is analyzed. Part of the work is also an implementation of the methods for these games using known techniques (transposition tables, history heuristic).
Artificial intelligence for the game of Azul
Počatko, Michal ; Dingle, Adam Thomas (advisor) ; Hric, Jan (referee)
A comparison between three different approaches to developing an AI agent for the board game Azul and their implementation, testing and consequent results of said tests. A part of the thesis is also a simulator created in a game engine for playing against a local player or an artificial intelligence agent.

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