National Repository of Grey Literature 43 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Application of SAT Solvers in Circuit Optimization Problem
Minařík, Vojtěch ; Mrázek, Vojtěch (referee) ; Vašíček, Zdeněk (advisor)
This thesis is focused on the task of application of SAT problem and it's modifications in area of evolution logic circuit development. This task is supposed to increase speed of evaluating candidate circuits by fitness function in cases where simulation usage fails. Usage of SAT and #SAT problems make evolution of complex circuits with high input number significantly faster. Implemented solution is based on #SAT problem. Two applications were implemented. They differ by the approach to checking outputs of circuit for wrong values. Time complexity of implemented algorithm depends on logical complexity of circuit, because it uses logical formulas and it's satisfiability to evaluate logic circuits.
Fear Factor of Gaming Artificial Intelligence
Mištík, Matej ; Materna, Zdeněk (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to present the fear factor by gaming artificial intelligence. The work focuses on the player's interaction with artificial intelligence, whose fear factor is addressed by evaluating complex conditions and the subsequent selection of the state of behaviour. The created system works for combat and escape of artificial intelligence. The outcome of this thesis is the implementation of human emotion, mainly the fear for gaming artificial intelligence in the enviroment of Unity engine.
2D Java Strategy Game
Nývlt, Jiří ; Kajan, Rudolf (referee) ; Zachariáš, Michal (advisor)
Tato práce se zabývá návrhem a implementací strategické video hry v jazyce Java. Součástí práce bude simulace netriviálního počítačového protivníka. V praktické části je popsán postup implementace jednoduché strategické hry War paths.
Traiding Card Game with AI
Doležal, Josef ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is a digital version of a card game Flesh and Blood . The element of the game is artificial intelligence which can play the game at a beginner level. The essential issue with creating the game and its artificial intelligence is the fact that the game is constantly expanding with new cards and rules. The thesis describes how could this progress be solved in such dynamic enviroment. The issue with expansion of the game is solved by encapsulated modules for each game element. This approach simplifies the addition of new cards and possible modification of rules. A possible solution for artificial intelligence is suitable adaptation of inputs. Artificial intelligence is realized by means of a neural network and taught by self play or with other networks. The output of the network is the selection of a suitable move, which takes place on the basis of information about the current state of the game. Therefore, it is important to effectively encode the current state of the game board.
Intelligent System for the SSCAI Tournament
Horázný, Václav ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
In this work I focus on the creation of artificial intelligence to meet the conditions for the competition SSCAI Tournament. It contains the characteristics and gameplay mechanics of the game Starcraft: Brood War, a description of the rules of that competition, usually played kinds of strategies focusing on the Zerg civilization, namely strategy Pool Rush. In the competition I was on a shared 10th and 11th place out of 42 participants. I have created the artificial intelligence for the game Starcraft: Brood War (1.16.1). The work includes the implementation of two agents ScoutManager and DefenseManager. These agents are already connected to created agents of the project BWSAL. I used the development environment Microsoft Visual Studio 2008 (9.0). To launch artificial intelligence it is required to use the program Chaoslauncher and to use libraries BWAPI and BWTA. Work includes comparing my created program with other stakeholders, both in terms of the method of implementation, as well as by specifically chosen strategies.
Image classification using deep learning
Hřebíček, Zdeněk ; Přinosil, Jiří (referee) ; Mašek, Jan (advisor)
This thesis deals with image object detection and its classification into classes. Classification is provided by models of framework for deep learning BVLC/Caffe. Object detection is provided by AlpacaDB/selectivesearch and belltailjp/selective_search_py algorithms. One of results of this thesis is modification and usage of deep convolutional neural network AlexNet in BVLC/Caffe framework. This model was trained with precision 51,75% for classification into 1 000 classes. Then it was modified and trained for classification into 20 classes with precision 75.50%. Contribution of this thesis is implementation of graphical interface for object detction and their classification into classes, which is implemented as aplication based on web server in Python language. Aplication integrates object detection algorithms mentioned abowe with classification with help of BVLC/Caffe. Resulting aplication can be used for both object detection (and classification) and for fast verification of any classification model of BVLC/Caffe. This aplication was published on server GitHub under license Apache 2.0 so it can be further implemented and used.
Traiding Card Game with AI
Doležal, Josef ; Vlnas, Michal (referee) ; Milet, Tomáš (advisor)
The aim of this thesis is a digital version of a card game Flesh and Blood . The element of the game is artificial intelligence which can play the game at a beginner level. The essential issue with creating the game and its artificial intelligence is the fact that the game is constantly expanding with new cards and rules. The thesis describes how could this progress be solved in such dynamic enviroment. The issue with expansion of the game is solved by encapsulated modules for each game element. This approach simplifies the addition of new cards and possible modification of rules. A possible solution for artificial intelligence is suitable adaptation of inputs. Artificial intelligence is realized by means of a neural network and taught by self play or with other networks. The output of the network is the selection of a suitable move, which takes place on the basis of information about the current state of the game. Therefore, it is important to effectively encode the current state of the game board.
Reinforcement Learning for Bomberman Type Game
Adamčiak, Jakub ; Beran, Vítězslav (referee) ; Hradiš, Michal (advisor)
This bachelor's thesis aims to develop, implement and train reinforcement learning models for a Bomberman-type game. It is based on Bomberland environment from CoderOne. This environment was created for education and research in the field of artificial intelligence. In this thesis I tackle the settings and problems of implementing agent into the environment. I used 2 policies (MLP and CNN), 2 algorithms (PPO and A2C) and 5 setups of neural networks for feature extraction with the use of libraries stable baselines 3 and pytorch. Total training time resulted in 1207 real-world hours, 4168 computing hours and 271 milions of time steps. Although the training was not successful, this thesis shows the process of implementing a reinforcement learning model into a Gym environment.
Fear Factor of Gaming Artificial Intelligence
Mištík, Matej ; Materna, Zdeněk (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to present the fear factor by gaming artificial intelligence. The work focuses on the player's interaction with artificial intelligence, whose fear factor is addressed by evaluating complex conditions and the subsequent selection of the state of behaviour. The created system works for combat and escape of artificial intelligence. The outcome of this thesis is the implementation of human emotion, mainly the fear for gaming artificial intelligence in the enviroment of Unity engine.
Creating a knowledge base for the diagnosing of diseases
Macháček, Daniel ; Steinerová, Kateřina (referee) ; Jirsík, Václav (advisor)
This bachelor thesis is focused on problematic of creation knowledge base. It is describing basics of expert systems, their function and possible usage in modern world. In result of this thesis is knowlenge base in web aplication NPS able to diagnose diseases of hematology-oncology and that is proving possibility for use in real life. Knowledge base was created in cooperation with experts in the medical field and contains real data.

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