National Repository of Grey Literature 40 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Maze-based 2D game
Čepelková, Kateřina ; Chlubna, Tomáš (referee) ; Vlnas, Michal (advisor)
This thesis focuses on the design and implementation of a maze generator using cellular automata and other algorithms. The goal is to integrate the generator into a labyrinth game using pathfinding and enemy placement techniques, specifically rejection sampling. The game is implemented in the Godot game engine. The final game features bonus in-game items, unique enemies with their own AI, and a level system. The benefit of the work is a universal maze generator that can be adapted for procedural generation of content in other games and expansion of the possibilities of game content creation.
View-dependent Game Mechanics
Zdeněk, Jan ; Polášek, Tomáš (referee) ; Milet, Tomáš (advisor)
The aim of this bachelor thesis is to create a simple computer game in Unity that is based on a change of perspective. Furthermore, this solution includes procedural level generation, which is implemented using the cellular automaton and the marching squares algorithm. The result is thus a game that falls into the roguelike genre, providing the user with the possibility to change perspective from a top-down view to a profile view. The main task of the player is to reach the highest level and, by gradually upgrading the character, gain an advantage for the next run.
Cellular automatons - 1D and 2D simulator
Sova, Filip ; Šoustek, Petr (referee) ; Matoušek, Radomil (advisor)
This bachelor thesis is focused on design of a cellular automata (CA) simulator. It was implemented in a one-dimensional (1D) and two-dimensional (2D) world. The theoretical part covers the history, basic principles, classification and practical use of CAs, including an overview of libraries in Python. The practical part includes a description of the user interface for defining and visualizing CA using the pygame, pygame_gui and numpy libraries. The result is a user-friendly and flexible simulator that can be used for the study of cellular automata.
Cellular automata and rules defined using genetic algorithm
Goliáš, Darek ; Lang, Stanislav (referee) ; Matoušek, Radomil (advisor)
This bachelor's thesis explores the integration of cellular automata (CA) and genetic algorithms (GA). It briefly outlines the history and principles of CA and GA, including their key components. The theoretical part covers various types of CA, their classification, boundary conditions, and examples of applications. Additionally, it describes genetic algorithms, their representation of population, selection, crossover, and mutation. The practical part involves the design and implementation of a two-dimensional CA with a rule generation system using GA.
Game in Unity
Zahálka, David ; Vlnas, Michal (referee) ; Starka, Tomáš (advisor)
This final thesis focuses on the development of a 2D rogue-like computer game in the style of Vampire Survivors, featuring procedural elements. The game is implemented using the Unity game engine. The game map is procedurally generated using Perlin noise and cellular automata.
Mobile robot path planning by means of cellular automata
Holoubek, Tomáš ; Šoustek, Petr (referee) ; Dvořák, Jiří (advisor)
This thesis deals with a path planning using cellular automata algorithms in a rectangular grid environment. Theoretical part starts with an overview of commonly used approaches for path planning and later on focuses on existing cellular automata solutions and capabilities in detail. Implemented cellular automata algorithms and the commonly used path planning algorithms are together with a map generator described in the practical part. Conclusion of this thesis contains results completed in a special application.
Self-Modifying Cellular Automata
Szabo, Peter ; Drábek, Vladimír (referee) ; Bidlo, Michal (advisor)
This work deals with cellular automata with a concept of self- modification and their comparsion against regular cellular automatons . For this task we constructed a simulator , that lets us define the logic of artificial inteligence, number generator and statistical test, which are used by the automata , on their own . Consequently two experiments are carried out that demonstrate the concept of self- modification .
Procedurally Generated City
Hájíček, Lukáš ; Polok, Lukáš (referee) ; Šolony, Marek (advisor)
This work is about procedural generation of cities. There are defined the different stages of city development and existing methods used to achieve them. The following describes the procedures used to implement a system capable of generating cities. The resulting generator is able to generate cities based on given parameters such as density of streets.
Traffic Modelling Based on Cellular Automata
Hodaňová, Andrea ; Martinek, David (referee) ; Peringer, Petr (advisor)
Among many other fields of science, cellular automata play an important role also in the microsimulations of traffic. In this thesis, we analyze the characteristics of a wide range of cellular automata traffic models from the most simple deterministic ones to complex stochastic automata derived from the pivotal Nagel-Schreckenberg model, which is thoroughly described. As a result of this analysis, a generally usable traffic simulator is designed and implemented in the Java programming language. Its graphical user interface can visualise the state of a road CA to display the key features of the implemented traffic models to the user.
Rendering Clouds in Real Time
Dostál, Radek ; Španěl, Michal (referee) ; Herout, Adam (advisor)
This thesis is about algorithms which render clouds in real time. The theoretical section deals with clouds in real world and also describes some algorithms for modeling and rendering them. The aim of practical section is implement one of these real time algorithms and develop demonstrational application.

National Repository of Grey Literature : 40 records found   1 - 10nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.