National Repository of Grey Literature 170 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Clustering hits and predictions in data from TimePix3 detectors
Čelko, Tomáš ; Mráz, František (advisor) ; Holan, Tomáš (referee)
Hybrid pixel detectors like Timepix3 and Timepix4 detect individual pixels hit by particles. For further analysis, individual hits from such sensors need to be grouped into spatially and temporally coinciding groups called clusters. While state-of-the-art Timepix3 detectors generate up to 80 Mio hits per second, the next generation, Timepix4, will provide data rates of up to 640 Mio hits, which is far beyond the current capabilities of the real-time clustering algorithms, processing at roughly 3 MHits/s. We explore the options for accelerating the clustering process, focusing on its real-time application. We developed a tool that utilizes multicore CPUs to speed up the clustering. Despite the interdependence of different data subsets, we achieve a speed-up scaling with the number of used cores. Further, we exploited options to reduce the computational demands of the clustering by determining radiation field parameters from raw (unclustered) data features and automatically initiating further clustering if these data show signs of interesting events. This further accelerates the clustering while also reducing storage space requirements. The proposed methods were validated and benchmarked using real-world and simulated datasets.
An Interactive Game for Child Psychotherapy
Hořký, Vladimír ; Pešková, Klára (advisor) ; Holan, Tomáš (referee)
Play is a natural way for children to communicate, and traditional games and toys are commonly used in child psychotherapy. Despite the increasing popularity of computer games among children, their use in child psychotherapy is not yet widespread. This thesis focuses on the development of a computer game to aid psychotherapists working with children aged approximately five to ten years. The game features Octopus as the main character, and children under the supervision of their therapist can experience four different adventures, including avoiding obstacles in the sea, balancing on seaweed, dressing up, and riding out a storm. The game is designed to prompt discussions with the therapist. The development of the game was iterative, with collaboration from a child psychologist and a graphic artist. Three child psychologists tested the game in practice with approximately twenty children and found it to be a useful therapeutic tool. 1
Adaptive generated encounters in a rogue-like role-playing video game
Guth Jarkovský, Tomáš ; Černý, Vojtěch (advisor) ; Holan, Tomáš (referee)
We want to provide a video game player with a fun, unique, challenging experience. That may not be the case in games involving a lot of possibilities or randomness. This thesis introduces an algorithm for a procedural generation of enemies in a rogue- like RPG game. The algorithm is based on running a series of simulated battles to create an adequately difficult enemy group. We have implemented the algorithm in a custom rogue-like turn-based RPG game and in the experimental part, our approach has shown to be moderately successful. The generated enemies have shown to be neither too difficult nor too easy while providing a reasonable amount of variety and new challenges. The outcome of this thesis may be a step forward in the generation of unique, fun, and balanced enemy encounters in rogue-like RPG games. 1
Agricola the board game and artificial intelligence
Vacek, Michal ; Holan, Tomáš (advisor) ; Musil, Tomáš (referee)
Bachelor thesis on artificial intelligence for Agricola deals with the actual implementation of the game, the computer controlled player, and the creation of a strategy for the human player. The developed program allows, in a basic scope, user-computer play, parallel simulation of computer games against each other, data analysis, display of game history.
Artificial intelligence for Patchwork board game
Chudoba, Michal ; Holan, Tomáš (advisor) ; Zelinka, Mikuláš (referee)
Bachelor thesis on the topic of artificial intelligence in the game Patchwork. It deals with the actual implementation of the game and the computer-controlled player, as well as approach that was taken to get a com- petent opponent. The developed program allows the user to play against different types of opponent, but it also gives a demonstration of simulation between pla- yers. An analysis was made as to whether it was advantageous or disadvantageous to start the game.
Cross-platform 2D game framework
Zeman, Tomáš ; Gemrot, Jakub (advisor) ; Holan, Tomáš (referee)
One of the most useful tools for game development is a game framework. It is usually a complex software which offers abstraction of game components such as rendering, physics, sound, user input or AI. The goal of this thesis is to create a simple game framework for 2D games, focused on performance, extensibility and multiplatformity. A second goal of this thesis is implementation of an example game for demonstration of functions and functionality of the framework. Programming language C++ was chosen for development of the framework along with a portion of SDL library. Target platforms were chosen to be Windows and Linux. The example game was successfully implemented and tested on both platforms using most of the framework's capabilities.
Artificial inteligence for the card game Mandala
Tyle, Tomáš ; Holan, Tomáš (advisor) ; Mráz, František (referee)
The bachelor paper deals with development of artificial inteligence for the two player card game Mandala. It describes several approaches to creating artificial inteligence and results if the testing if their implementations. It includes an implementation of the game itself including a graphical interface. 1
Busy Beaver Problem
Kropitz, Pavel ; Holan, Tomáš (advisor) ; Mráz, František (referee)
The work's purpose was to develop and implement optimalization methods that could be used for solving Busy Beaver problem with order of 5+. The result of the work is the theoretical part and its implementation in form of two programs - simulator of Turing Machines which shows the computation of the machine in detail along with application of theory, and program searching the space of Turing Machines. The latter was ran for machines with four to six states. The quality of the methods was proven by small number of machines that the program could not detect and by nding a new record machine - candidate for 6-state Busy Beaver.
C library for symbolic manipulation
Gurský, Štefan ; Holan, Tomáš (advisor) ; Bednárek, David (referee)
There are many programs doing symbolic manipulation with mathematical expressions. They are called Computer Algebra Systems and most of them contain some programming language. In this bachelor thesis a library for C programming language was created that allows using C as a language for symbolic manipulation. With provided functions user can store mathematical expressions in C variables and work with them in an easy and convenient way. It is possible to build expressions containing standard mathematical operations and functions, reduce them, expand them, find derivatives and Taylor polynomials. The library (called SymCe) is easy to understand not only for user, but also for a programmer that wishes to see its inner working and possibly extend it. Simplicity is the main feature that distinguishes SymCe from other similar pieces of software.

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