National Repository of Grey Literature 92 records found  1 - 10nextend  jump to record: Search took 0.00 seconds. 
Efficient forward model for Super Mario AI framework
Šosvald, David ; Gemrot, Jakub (advisor) ; Dingle, Adam (referee)
The artificial intelligence framework for Super Mario Bros. has been used in a lot of research in the past decade. We have noticed that the forward model (simulation of the game world) present in the framework is quite inefficient and thus negatively influences all work that is based on it, especially intelligent agents that utilize it. This means that every work using such agents is influenced too. That might also include level generation, where agents are often used to test the playability and properties of levels. We have implemented a more efficient forward model and as a proof of concept, we used the improved forward model to create new intelligent agents. In a benchmark we ran, the negative influence of the original forward model was confirmed, as all agents using the new forward model greatly outperformed agents based on the original one.
Design of onboarding for a cooperative video game
Holan, Jan ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
Tutorial missions are an essential part of video games. However, their significance is often not emphasized enough during development. This thesis presents a review of the literature related to tutorial design and combines information from the private sector and the academic sphere. The analysis outcome was organized into a clear set of rules. A tuto- rial mission for the cooperative game Silicomrades was designed based on these findings. Two distinct versions of the tutorial were created, centered on one of the conflicts iden- tified during the literature review - whether it is better to use Scaffolding (giving player necessary information right away) for a video game onboarding or Just in time approach (giving player information when he is unsure what to do). An experiment was conducted (n = 28) to identify differences between these two approaches. Participants of the expe- riments played one of the two versions, and then their performance was measured in the specialized mission. None of the experiment findings was of statistical significance, but the results indicated a superiority of the Scaffolding approach (based on the performance and subjective enjoyment). After the experiment, the tutorial mission was refined based on the feedback, and exciting directions for future studies were suggested. 1
Development of MMORPG games in a decentralized environment
Polák, Marek ; Gemrot, Jakub (advisor) ; Kratochvíl, Miroslav (referee)
This thesis examines methods which could be used for developing MMORPG games so that there is no single entity that could arbitrarily control game mechanics, virtual assets or other game aspects. The theoretical part systematically analyzes the usual aspects of MMORPG games, then the principles of decentralized cryptocurrencies are presented, and one of them, Ethereum, is analyzed in more detail. Based on this theoretical knowledge, methods are proposed on how to use Ethereum to implement the identified aspects of MMORPG games, and the restrictions which must be imposed on these aspects are recognized. The practical part then introduces a specific implementation of MMORPG game on Ethereum, which demonstrates the above methods. In conclusion, the chosen approach is compared to the games with a common client-server architecture, especially in terms of complexity and gaming costs. 1
Procedural Generation of Combat Encounters in Role Playing Video Games
Kozma, Matouš ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
Procedural content generation is present in many games today. However, little has been written about generating combat encounters in role playing video games (RPG). In these games the player's combat ability varies greatly from person to person and there are many different enemies that could be spawned for the player to fight. These factors make generation of combat encounters difficult. In this thesis we create a small game in which we implement a new algorithm for generating combat encounters. We then distribute this game to the general public. From the data we gather we conclude that this algorithm is at least as good at generating combat encounters as the author of the thesis and that it is a good starting point for further research.
Source Codes Generating Metalanguage
Kolšovský, Jakub ; Pergel, Martin (advisor) ; Gemrot, Jakub (referee)
Title: Metalanguage generating source codes Author: Jakub Kolšovský Department: Katedra softwaru a výuky informatiky Supervisor: RNDr. Martin Pergel, Ph.D., Katedra softwaru a výuky informatiky Abstract: Modern programming goes hand-in-hand with object-oriented programming languages. These languages offer a lot of features, either built-in elements or standard libraries. Skillful programmer is able to maximize the effectivity of these features. One of the skills of such programmer is considered to be knowledge of the design patterns. In practice, they help with producing simple, clean and extendible source code. Such code leads to development of top-notch software. Goal of this thesis is to show some of the design patterns and, more importantly, show how they are supposed to be implemented. Among other things, I will also mention few templates that I personally consider useful to know. Keywords: programming language design, implementation of a compiler, design patterns, templates
Carty - Arcade Racing Game
Vejbora, Martin ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
The goal of this thesis is to implement an arcade racing game using the Unity en- gine. Our game contains usual features of the games of this genre. These are simple and forgiving car controlling, various singleplayer modes, power ups and a split-screen multiplayer. On top of that we have created a built-in editor where players can build cars and then race with them. Players can build new cars either from prepared parts or they can import their own 3D models. We have prepared a simple Unity project with editor extension for creating of new parts. 1
Machine Learning for Driving of Virtual Vehicles
Kučera, Jiří ; Gemrot, Jakub (advisor) ; Majerech, Vladan (referee)
Cars in virtual worlds are typically controlled by handcrafted rules. Creating such rules is often time-consuming and has to be repeated every time environment is altered. The goal of this thesis is to explore suitable machine learning techniques and create a good looking simulation of cars driving on an urban road network. The resulting model is a feedforward network directly controlling throttle, steering, and brake. The network is capable of following the assigned road and avoid collisions with other agents on crossroads without traffic lights. The model was trained using the Proximal policy optimization algorithm enhanced by GAIL, curiosity, behavioral cloning, and curriculum learning. In this paper, we have also shown that the resulting behavior, while not completely perfect, is good enough for use in a simulation. 1
Procedural Level Generator with Unity Integration
Nepožitek, Ondřej ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
Procedural content generation is a method that is sometimes used in video games to increase their replayability. In our previous work (Nepožitek, 2018), we implemented an algorithm for procedural generation of 2D dungeons, with the main focus on giving game designers complete control over the structure of generated levels. The algorithm takes a set of user-defined building blocks as input and produces levels that all follow the structure of a specified level connectivity graph. In the first part of the thesis, we address some shortcomings of our previous work. We improve the algorithm with several new features such as better support for corridors between rooms or the possibility to generate platformer levels. We also propose several performance improvements and analyze the speed of the algorithm on various inputs. In the second part of the thesis, we present an integration of our algorithm into the Unity game engine. In the final part of the thesis, we demonstrate that our generator is able to produce levels that are similar to what we can see in two popular games - Enter the Gungeon and Dead Cells. The resulting algorithm is much faster than the previous version, contains new features and is ready to be used in the Unity game engine.
3D strategic-combat multiplayer computer game
Stacho, Jakub ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
Many players like to play strategic and RPG games. Nowadays, is almost necessary, that player can play against players all over the world, which will be the key element in designing and implementation of our game. The goal of the thesis is to design and im- plement a 3D computer game with multiplayer mode with action and strategic elements, which is played from a third-person view while using modern tools for creating games. The player can gather wood from trees in the world, which can be used to either build or upgrade structures and creating nonplayer entities, that are gathering this resource by themselves. In the game, we can found neutral buildings. When they are captured, they produce other types of resources, which can be used for equipment to be able to fight against other players. The goal of the game is to destroy the enemy's main building. The game offers multiplayer mode 1v1, where any player around the world can connect and play. The game is implemented using the Unity game engine, which offers wide options for game creation. In this thesis, we are solving matchmaking problems and implementing our own solution, which offers players to either create or connect to a game. Within pro- blem analysis, we discuss choosing the best framework supporting creating multiplayer games inside Unity, or we...
Nástroje pro tvorbu obsahu 3D závodních her
Šimůnek, Petr ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
The goal of this thesis is to create a system for game engine Unity for creating roads and other side objects around real roads. Emphasis is placed on optimizing the final product, user-friendliness, and flexibility. The system tries to solve many complex road cases never solved in mainstream Unity road assets. It also takes into account the problem of tiling the texture of a road. The system was validated by recreating real track and several imaginary tracks. The result of the work is a plugin, which can be used by game developers to speed up the development of racing games. 1

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