National Repository of Grey Literature 32 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
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.
Exposure
Römerová, Denisa ; Vaněk, Vojtěch (referee) ; Javůrek, Tomáš (advisor)
The diploma project entitled Exposure is a card educational game, which aims to introduce players to the concept and principle of photographic exposure. The game includes play cards, additional game material, and a set of photographs that bring insight into the history of photography. During or through the play, players should understand the laws of camera control, which can control aperture, time, and sensitivity settings.
Card-games for the 5-6 years old children in developement of pre-mathematics literacy
Kidery, Barbara ; Kaslová, Michaela (advisor) ; Jančařík, Antonín (referee)
TITLE: Card-games for the 5-6 years old children in developement of pre-mathematics literacy AUTHOR: Barbara Kidery DEPARTMENT: Mathematics & Mathematical Education Department SUPERVISOR: PhDr. Michaela Kaslová ABSTRACT: Diploma thesis investigates whether are preschoolers able to play selected card games, within which develope and deepen the skills, that are part of pre-mathematics literacy. The theoretical part is focused on the areas of child development that may affect and limit the children playing card games. Further clarifies the status of card games in various game categorization, introduces kinds of cards, card games and how to proceed in games with rules. The practical part presents ten card games played with 5-6 years old children, a detailed analysis of their rules, organization of the various games, analysis of video documentation acquired during games and methodological notes for the practice. KEYWORDS: pre-mathematics literacy, development of preschool child abilities, game with rules, card game
Artificial intelligence for Sushi Go!
Filek, Jiří ; Holan, Tomáš (advisor) ; Mráz, František (referee)
The thesis deals with an artificial intelligence for a Sushi Go! card game. It is a game with simultaneous moves for two to five players. The thesis presents multiple approaches for development of an artificial intelligence. The main focus is on methods based on the MCTS algorithm, namely DUCT and EXP3. An artificial intelligence using weighted rules is tried as well. The weights are assigned by a genetic algorithm. The first part of the thesis is about game analysis and description of chosen methods. The second part of the thesis is about parameter tuning and comparison of different agents for two or more players. The comparison is based on a large number of games played between agents. The last part of the thesis deals with an implementation. A graphical and a console applications were created for the purpose of developing an artificial intelligence. The console application is used for parameter tuning and also to compare artificial intelligences. The graphical application is used for a game of human against artificial intelligence or other humans on a single computer. Overall, DUCT performs best in every experiment despite its theoretical disadvantages.
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
Exposure
Römerová, Denisa ; Vaněk, Vojtěch (referee) ; Gravlejs, Ivars (advisor)
Project Exposure is a card game and series of photographs with educational character. Players should understand principle of exposition and get awareness of history of photography after game.
Hearthstone simulator
Strupek, Martin ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Hearthstone simulator Author: Martin Strupek Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: The goal of this work was creation of a Hearthstone simulator in C# which would open possibilities for analyzing quality of decks and tactics with the use of artificial intelligence as well as easy implementation of new cards and game rules. Our simulator implements mechanics and cards of the base set. It also implements three heroes including their base cards and special ability. The simulator is capable of effectively simulating large amount of games played by two artificial intelligence programs against each other. It also allows the user to test game mechanics and behaviour of his artificial intelligence in a graphically visualised environment. There are two artificial intelligences, which are capable of playing and winning the game, already implemented for demonstration purposes. The simulator supports implementation of all remaining mechanics. It also enables easy creation and implementation of custom mechanics and cards and their testing, which makes it possible to create better artificial intelligence, decks and cards and their optimisation. Analysis of the speed of our simulator has shown...
Hearthstone simulator
Strupek, Martin ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Hearthstone simulator Author: Martin Strupek Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: The goal of this work was creation of a Hearthstone simulator in C# which would open possibilities for analyzing quality of decks and tactics with the use of artificial intelligence as well as easy implementation of new cards and game rules. Our simulator implements mechanics and cards of the base set. It also implements three heroes, (hero represents certain card set and a special ability), including their base cards and special ability. Simulator is capable of effectively simulating large amount of games played by two artificial intelligencies against each other. It also allows the user to test game mechanics and behaviour of his artificial intelligence in a graphically visualised environment. There are two artificial intelligencies, which are capable of playing and winning the game, already implemented for demonstration purposes. Simulator supports implementation of all remaining mechanics. It also enables easy creation and implementation of custom mechanics and cards and their testing, which makes it possible to create better artificial intelligencies, decks and cards and their optimisation....
Artificial Player for Hearthstone Card Game
Ohman, Ľubomír ; Gemrot, Jakub (advisor) ; Mráz, František (referee)
The goal of this work was to create an artificial agent that is able to learn how to play Hearthstone with given deck of cards. We decided to use Q-learning algorithm to achieve it. The side effect of this work is the transformation of the simple simulator of Hearthstone into the framework for developing Artificial Intelligence in this game. For the purpose of training and evaluation, commonly played strategies served us as inspiration for the testing agents that we developed. This work contains comparison of the table representation of Q-function and the neural network approximation of it. The original goal was fulfilled partially. We were successful in the creation of the learning agent but he is only able to learn one specific strategy.
Laberinto
Skopalová, Eva ; Konečný, Lubomír (advisor) ; Purš, Ivo (referee)
Laberinto is a type of book-form game, invented by Andrea Ghisi, and first printed in 1607. A second version was printed in 1616 and includes all the characters of the so-called tarocchi of Mantegna, with the addition of a new series of ten cards (following the logic of composition of the tarocchi). Another two versions of Laberinto (printed in 1607 and 1610) contain none of the Mantegna tarocchi characters. The rules of the game are based on the art of mathematical combinations. The aim of the game is to move through a visual labyrinth and discover which figure the opponent has in mind. The focus of this work will be on the 1616 version; my intention is to describe the problematic of the repetition of the original game concept a century and a half later, examining the conditions under which players used the allegorical field of the so-called Mantegna Tarocchi, and under which the cosmological meaning was secularized and the new series of ten cards added.

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