National Repository of Grey Literature 61 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Demonstrational Program for IZU Course
Míšová, Miroslava ; Rozman, Jaroslav (referee) ; Zbořil, František (advisor)
This bachelor's thesis deals with development of new study aplications for course Fundamentals of Artificial Intelligence. These aplications are based on the older version of JavaApplet, which use features, that are no longer supported. Each applicatoin was made acording to an object-oriented paradigm and than implemented. Special care was taken in order for the UI to be intuitive and easy to use and also for the aplication to be able to be further developed.
Artificial Intelligence for Game Playing
Bayer, Václav ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
The focus of this work is the use of artificial intelligence methods for a playing of real-time strategic (RTS) games, where all interactions of players are performed in real time (in parallel). The thesis deals mainly with the use of machine learning method Q-learning, which is based on reinforcement learning and Markov decision process. The practice part of this work is implemented for StarCraft: Brood War game.A proposed solution learns to make up an optimal order of buildings construction in respect to a playing style (strategy) of the opponent(s). The solution is proposed within the rules of the SSCAIT tournament. Analysis and evaluation of the proposed system are based on a comparison with other participants of the competition as well as a comparison of the system behavior before and after the playing of a set of the games.
Intelligent Music Player for Android
Tomášek, Michal ; Rozman, Jaroslav (referee) ; Kalmár, Róbert (advisor)
Today's market is full of different kinds of music players. However there is no music player using prediction, which would be able to work with usual usage and in real time. This bachelor's thesis deals with the design and implementation of a music player with implemented prediction. The creation of high quality architecture for this application and the choice of appropriate prediction algorithm are emphasized. At first, the category of methods of machine learning and afterwards the algorithm are determined. The final prediction algorithm is divided into a several sections, therefore it is necessary to pick or create a solution for all its parts. The outcome of this project is the music player for Android OS which would be able to predict and learn from a user interaction in real time.
Reinforcement Learning for Robotic Soccer Playing
Brychta, Adam ; Švec, Tomáš (referee) ; Smrž, Pavel (advisor)
The aim of this thesis is to create a reinforcement learning agent that is able to play a soccer. I'm working with the deep Q-learning algorithm, which uses deep neural network. The practical part of this work is about implementing the agent for reinforcement learning. The goal of the agent is to choose the best action possible for a given situation. The agent is being trained in a variety of scenarios. The result of this thesis shows an approach to control soccer player using machine learning.
Training Intelligent Agents in Unity Game Engine
Vaculík, Jan ; Chlubna, Tomáš (referee) ; Matýšek, Michal (advisor)
The goal of this work is to design applications, which demonstrate the power of machine learning in video games. To achieve this goal, this work uses the ML-Agents toolkit, which allows the creation of intelligent agents in the Unity Game Engine. Furthermore, a series of experiments showing the properties and flexibility of intelligent agents in several real-time scenarios is presented. To train the agents, the toolkit uses reinforcement learning and imitation learning algorithms.
Reinforcement Learning for 3D Games
Beránek, Michal ; Herout, Adam (referee) ; Hradiš, Michal (advisor)
Thesis deals with neural network learning on simple tasks in 3D shooter Doom, mediated by research platform ViZDoom. The main goal is to create an agent, which is able to learn multiple tasks simultaneously. Reinforcement learning algorithm used to achieve this goal is called Rainbow, which combines several improvements of DQN algorithm. I proposed and experimented with two different architectures of neural network for learning multiple tasks. One of them was successful and after a relatively short period of learning it reached almost 50% of maximum possible reward. The key element of this achievement is an Embedding layer for parametric description of task environment. The main discovery is, that Rainbow is able to learn in 3D environment and with the help of Embedding layer, it is able to learn on multiple tasks simultaneously.
Deep reinforcement learning and snake-like robot locomotion design
Kočí, Jakub ; Dobrovský, Ladislav (referee) ; Matoušek, Radomil (advisor)
This master thesis is discussing application of reinforcement learning in deep learning tasks. In theoretical part, basics about artificial neural networks and reinforcement learning. The thesis describes theoretical model of reinforcement learning process - Markov processes. Some interesting techniques are shown on conventional reinforcement learning algorithms. Some of widely used deep reinforcement learning algorithms are described here as well. Practical part consist of implementing model of robot and it's environment and of the deep reinforcement learning system itself.
Robot path planning by means of reinforcement learning
Veselovský, Michal ; Liška, Radovan (referee) ; Dvořák, Jiří (advisor)
This thesis is dealing with path planning for autonomous robot in enviromenment with static obstacles. Thesis includes analysis of different approaches for path planning, description of methods utilizing reinforcement learning and experiments with them. Main outputs of thesis are working algorithms for path planning based on Q-learning, verifying their functionality and mutual comparison.
Machine Learning in Strategic Games
Vlček, Michael ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
Machine learning is spearheading progress for the field of artificial intelligence in terms of providing competition in strategy games to a human opponent, be it in a game of chess, Go or poker. A field of machine learning, which shows the most promising results in playing strategy games, is reinforcement learning. The next milestone for the current research lies in a computer game Starcraft II, which outgrows the previous ones in terms of complexity, and represents a potential new breakthrough in this field. The paper focuses on analysis of the problem, and suggests a solution incorporating a reinforcement learning algorithm A2C and hyperparameter optimization implementation PBT, which could mean a step forward for the current progress.
Application of Reinforcement Learning in Autonomous Driving
Vosol, David ; Zbořil, František (referee) ; Janoušek, Vladimír (advisor)
This thesis is focused on the topic of reinforcement learning applied to a task of autonomous vehicle driving. First, the necessary fundamental theory is presented, including the state-of-the-art actor-critic methods. From them the Proximal policy optimization algorithm is chosen for the application to the mentioned task. For the same purpose, the racing simulator TORCS is used. Our goal is to learn a reinforcement learning agent in a simulated environment with the focus on a future real-world application to an RC scaled model car. To achieve this, we simulate the conditions of remote learning and control in the cloud. For that, simulation of network packet loss, noisy sensory and actuator data is done. We also experiment with the least number of vehicle's sensors required for the agent to successfully learn the task. Experiments regarding the vehicle's camera output are also carried out. Different system architectures are proposed, among others also with the aim to minimize hardware requirements. Finally, we explore the generalization properties of a learned agent in an unknown environment.

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