National Repository of Grey Literature 132 records found  beginprevious51 - 60nextend  jump to record: Search took 0.00 seconds. 
Space game with artificial intelligence
Bašta, Přemysl ; Pilát, Martin (advisor) ; Gemrot, Jakub (referee)
Part of this thesis consists of the implementation of my own simple space game which serves as an experimenting en vironment for testing different aproaches of artificial inteligence. There have been created abstractions in a form of sensoric methods and action plans as a transition between low leve l and high level information about game state and actions. These abstractions help algorithms of artifical inteligence with game agent manipulation. As far as algorithms are considered I chose genetic programming and Deep Q-learning as main aproachces for inteli gent agent development. Final part contains description of behaviour of developed agents and discussion of performed experiments.
Railroad Network Planning in Open Transport Tycoon Deluxe
Lakomý, Ondřej ; Gemrot, Jakub (advisor) ; Kopecký, Michal (referee)
In a business simulation game Open Transport Tycoon Deluxe, players can play the game alone or can compete agai st other players or against artificial intelligence. There is plenty of artificial intelligences that can be downloaded and used in the game. Usually the AI is simple and does not build complex transfer routes. Inspired by OpenTTDCoop, a community organisation which specializes on building complex railway networks, new artificial intelligence has bee developed to fill the gap in the available artificial intelligence list - TrainsferAI. TrainsferAI is capable of planning, uilding and expanding its own railway network. It follows a set of rules based on the OpenTTDCoop rules for player . TrainsferAI builds network consisting of stations, routes and crossroads using A* searching algorithm in a couple o variations. The network should be complex and on a human-like level.
Performance testing suite for Unity DOTS
Borufka, Roman ; Gemrot, Jakub (advisor) ; Husák, Robert (referee)
Game developers are searching for new ways of writing high performance code in order to adapt to trends in hardware development. Unity's relatively new DOTS system has introduced a new way, how to write code in order to fully exploit all aspects of modern processors, e.g. multithreading or SIMD instructions. The thesis focuses on creation of a generally-usable performance testing suite in order to benchmark the performance of various features of Unity DOTS system. Based on the results of the benchmarks a list of recommendations for writing high-performance solutions in Unity is compiled. The recommendations are evaluated in a real-time boids simulation.
Validation and Recognition of Hierarchical Plans
Ondrčková, Simona ; Barták, Roman (advisor) ; Gemrot, Jakub (referee)
Planning is a method where we try to fulfil a certain goal or goal task by finding a sequence of actions called plan. Hierarchical Task Networks is a method of planning that decomposes tasks to subtasks until we get primitive tasks (tasks that cannot be further decomposed or actions). Plan validation takes these actions and verifies whether the goal task actually decomposes to them. Plan recognition takes prefix of these actions, finds the missing ones and verifies whether the goal task can decompose into them. In this thesis I will be creating two programs: one program that solves the plan validation and one that solves the plan recognition problem using a parsing method known in grammars.
General Game Playing and Deepstack
Schlindenbuch, Hynek ; Gemrot, Jakub (advisor) ; Majerech, Vladan (referee)
General game playing is an area of artificial intelligence which focuses on creating agents capable of playing many games from some class. The agents receive the rules just before the match and therefore cannot be specialized for each game. Deepstack is the first artificial intelligence to beat professional human players in heads-up no-limit Texas hold'em poker. While it is specialized for poker, at its core is a general algorithm for playing two-player zero-sum games with imperfect information - continual resolving. In this thesis we introduce a general version of continual resolving and compare its performance against Online Outcome Sampling Monte Carlo Counterfactual Regret Minimization in several games.
Procedural Content Generation for Video Games using Open Data
Tuncel, Merve ; Gemrot, Jakub (advisor) ; Kratochvíl, Miroslav (referee)
Games get boring when they start repeating themselves and do not offer players new content. Procedural content generation (PCG) is increasingly used to generate this content. PCG-based game design decreases the need to have a human designer or a writer to generate the content. Algorithmic creation of game content can augment the creativity of human designers and this makes it possible small so-called indie teams to create the content for their game without the big resources. In this work, the field of PCG is introduced. Application of PCG is shown through a mobile game implementation. The implementation details of the mobile game Rush Hour will be presented that makes use of Foursquare, Twitter and Mapbox APIs, which eases the content creation using open data as the input of PCG.
Artificial Intelligence for the Dominion Game
Babušík, Jan ; Pilát, Martin (advisor) ; Gemrot, Jakub (referee)
The subject of this thesis is an artificial intelligence for the Dominion card game, which is usable in a two-player game. Dominion is characterized by the fact that there is a large number of initial configurations. The artificial intelligence selects the best strategies from a set of prepared strategies so that the time it takes to generate a specialized strategy does not delay players from every game. This approach has been implemented with emphasis on game extendability. In the design of the artificial intelligence evolutionary algorithms were used. The work also includes an implementation of the game itself in the C# language and a simple graphical interface for playing the game. 1
Methods for Procedural Generation of Skill Trees for Computer Games
Jaroschy, Petr ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
Game developers often face the issue of having well balanced game in terms of difficulty, especially in role-playing games. Skill tree is a game element which contributes to solve this issue by giving the player more power in-game. Many game elements can be procedurally generated to save time and money to developers, but can skill trees be procedurally generated too? And how do we validate, that generated skill trees are well suited for the game? That is the goal of this work. We have made a simple turn-based game. Then we made several variations of generators of skill trees for the game. We took the best trees and validated their performance using artificial players based on data collected during their gameplay. Then we compared the trees and concluded that skill trees can be generated by our suggested method and their variations.
UrhoRTS - Platform for Real-time Strategy Game Creation
Maděra, Karel ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
The development of Real-time strategy (RTS) games is a difficult process spanning many fields. The goal of this thesis is to create a platform to ease the development of 3D single player RTS games and to enable the use of C# language for plugin creation. Our platform enables users to create games as packages for the platform. Each package is defined by a single XML file, describing the contents of the package, which include 3D models, textures, animations, graphical user interface definitions and plugins. These plugins, created using the C# language, enable the game creator to create artificial intelligence for players, units, buildings and projectiles defined in the package. The platform also provides functions that can be used for creation of plugins. As a part of this thesis, we will create a showcase package to demonstrate the abilities of our platform.
Real-time strategy with an interface for artificial intelligence
Červinková, Kateřina ; Pilát, Martin (advisor) ; Gemrot, Jakub (referee)
This thesis focuses on a real-time strategy called Skillegy, which, in contrast to the majority of games of similar kind, uses only one type of unit. However, these units have certain abilities whose levels can increase depending on their actions or using upgrading in buildings. The game can be played by multiple players over network and it includes an interface for an artificial intelligence with example implementation that can be used instead of a human opponent. The game is created in the Unity engine with use of the C# language and the .NET Framework. 1

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