National Repository of Grey Literature 138 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Multiagent Support for Strategic Games
Knapek, Petr ; Uhlíř, Václav (referee) ; Zbořil, František (advisor)
This thesis is dedicated to creating a new system with capabilities to create new generic, autonomous strategy computer game controlling elements based on multi-agent systems with social, intelligent decision-making and learning skills. Basic types of strategy games and problems of their playing will be introduced, along with currently used methods of intelligent game AI development. This thesis also presents design and implementation of the new system, working model for a specific game and results obtained while testing it.
Languages and Compilers in Computer Games
Hranáč, Jan ; Zuzaňák, Jiří (referee) ; Zemčík, Pavel (advisor)
This project deals with usage of programming languages and compilers in computer games. Purpose of this project is to give young people motivation for programming, which isn't always done by usual work in Pascal at high school. This idea was applied on a developed computer game with has a few integrated languages which can be used for creation of the game's content (adventures, campaigns and objects in them). This computer game was based on a RPG desk game Dragon's Lair (a Czech equivalent of D&D) from ALTAR(TM) publishing company.
Strategy for Game Systems
Švestka, Marek ; Tóth, Michal (referee) ; Zemčík, Pavel (advisor)
This thesis resolves the artificial intelligence representation in computer games. The goal was to find it's suitable interpretation methods. The issue was solved with "map"implementation, which is the n-dimension matrix holding the information about current game state for the concrete player. There were various types of these matrixes used in this thesis. Furthermore was designed a way to evolve computer opponents during the gameplay and created an algorithm, that gives the idea of the space in which it is located. Benefit from this thesis is a solution that makes artificial adversary close to human gameplay behavior. The outcome could also be used in simulators for military battles in real world.
Particle Systems
Synáček, Jan ; Španěl, Michal (referee) ; Juránek, Roman (advisor)
The subject matter of this work is a concept and implementation of an extension of Particle Systems API. The extension provides a means by which it is possible to split a 3D model defined by its boundary representation into pieces with a geometric plane and render them using the particle system being extended. Because all particles are represented as point mass, the existing particle system is also extended to provide a way of representing its particles by their volume. Furthermore, a simple game is created to demonstrate the extension.
Set of Simple 3D Games
Vrána, Michal ; Štancl, Vít (referee) ; Pečiva, Jan (advisor)
The objective of this thesis is Open Scene Graph graphic library and its usability in standard practice. More specifically, the goal of this project was creating set of demo applications, tutorials to them and one computer game testing possibilities of Open Scene Graph. Text of this technical report includes description of Open Scene Graph, its comparison to other graphic libraries, description of some techniques used in tutorials and in game, and description of implementation.
Narrative in Computer Games
Musilová, Monika ; Walek, Agata (referee) ; Ellederová, Eva (advisor)
Tato bakalářská práce se zabývá problematikou narativu v počítačových hrách. V úvodu se věnuje vymezení obecných herních specifik, jako herní pravidla a herní žánry. Blíže se potom soustředí na lineární a interaktivní formu narativu a na prostředky, kterými se obě tyto formy nejčastěji vyjadřují. V praktické části se práce věnuje analýze dvou vybraných her se zaměřením na použité narativní prostředky a na způsob jakým ovlivňují linearitu a interaktivitu příběhu. Pro každou hru je také vytvořeno herní schéma, na jehož základě je poté odvozena narativní struktura hry. astěji vyjadřují.
Dialects of English in computer games
Opanasiuk, Yevhenii ; Walek, Agata (referee) ; Sučková, Magda (advisor)
Tato bakalářská práce se zabývá analýzou anglických dialektů, které se objevují ve videohrách. Jejím cílem je analyzovat použití různých dialektů v sérii her Grand Theft Auto. Teoretická část je zaměřena na poskytnutí potřebných konceptů souvisejících se sociolingvistikou, rozmanitostí jazyka, dialekty, akcenty a herním průmyslem. Praktická část je zaměřena na jazykovou analýzu anglických dialektů, které se objevují v sérii her GTA. Tato analýza identifikuje dialekty postav ve hře z gramatické a fonetické perspektivy a vysvětluje důvody, které vedly tvůrce hry k výběru těchto dialektů.
The post-pandemic situation in czech esport leagues
Veverka, Martin ; Švelch, Jan (advisor) ; Fousek Krobová, Tereza (referee)
This thesis focuses on the phenomenon of esports, i.e. professional computer gaming, after the coronavirus pandemic. The theoretical part is devoted to the industry as such, focusing on the development of global esports, offline tournaments and broadcasting platforms. The practical part uses mixed-methods research to explore in depth the Czech esport, its transformation during the pandemic and its state in 2023.
Protection of Computer Games and Video Games
Brádlerová, Andrea ; Holcová, Irena (advisor) ; Křesťanová, Veronika (referee)
Protection of computer games and video games Abstract This thesis focuses on the phenomenon of video and computer games and their protection under intellectual property law, especially copyright law. It aims to provide a comprehensive assessment of the position of video games in Czech copyright law and an overview of possible protection regimes, while also reflecting on the current practice of the video game industry. The interpretation of the issue is introduced by the concept of video games as an interdisciplinary subject of research. The history of development of video games and their technical nature are also adequately addressed. The beginning of the discussion on the legal nature of video games is defined by a review of relevant legislation in the international and national context, where the role of harmonisation through European directives is particularly emphasised. The thesis then discusses the basic copyright concepts of national legislation and moves on to outline the breadth of possibilities for the concept of the video game in current copyright law, presenting arguments and considerations relevant to specific classifications of the video game as an object of its protection, supported by contributions from scholarly discourse. Attention is paid to the debate on the concept of the video game as...

National Repository of Grey Literature : 138 records found   previous11 - 20nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.