National Repository of Grey Literature 31 records found  previous11 - 20nextend  jump to record: Search took 0.02 seconds. 
Multi-Agent and Optimalisation Methods for Stealth Games
Láncoš, Jan ; Vídeňský, František (referee) ; Zbořil, František (advisor)
This bachelor thesis deals with the opponents' behaviour in stealth-based video games. It's main focus is the credibility of said behaviour in comparison to the opponents' real life counterparts and the overall immersiveness of the experience. The thesis describes the usage of the A* algorithm for dynamic pathfinding in a two-dimensional space. Furthermore it describes the opponents' patrolling system, their ability to detect the player's presence and also their ability to cooperate and communicate while trying to chase the player down. One playable level demonstrating the described behaviour has also been created as part of this thesis using the C++ language. The thesis can be used as an inspiration for anyone interested in making their own intelligent systems for computer games of a similar type.
Pathfinding application in computer game
Tihlařík, Miroslav ; Hůlka, Tomáš (referee) ; Dobrovský, Ladislav (advisor)
This thesis deals with the description and comparison of various map grids and pathfindng algorithms used in the video game environment.
Crowd simulation
Řepka, Filip ; Pelikán, Josef (advisor) ; Horáček, Jan (referee)
In recent days, the number of reasons why to be interested in the topic of crowds of agents computer simulation is increasing. The field of activity and use of this element is spreading all the time. Whether public building projects testing, investigation of individual's impact on a crowd or replacing the crowd movie scenes participants by a computer simulated agents, the crowd simulation is well efficient and often needed. The thesis could be taken as a first step to creating of a common framework applicable for a wide range of situations. It stands out from a row of recent systems with a relatively narrow field of application thanks to its commonness.
Adaptive formations for virtual agents
Švagerka, Michal ; Plch, Tomáš (advisor) ; Čermák, Miroslav (referee)
There is a growing number of virtual agents in today's virtual worlds. This is directly related to the need of coordinating their behavior and movement. In this work we design algorithms to maintain desired formation of agents while moving through difficult terrain. The methods we study should maintain the requirements of the formation as well as traverse along various obstacles. We then use an arbitrary fitness function to compare the performance of these methods on typical scenarios.
Co-ordinated Path Finding for a Robot Swarm
Mestek, Jakub ; Barták, Roman (advisor) ; Švancara, Jiří (referee)
The thesis deals with finding of collision free paths for groups of robots from their initial locations to their target locations (Multi-agent Path Finding - MAPF). The target locations are inputted only as a set of locations for each group, a particular assignment of agents to locations is not given. Therefore, it is a group (team, colored) variant of the MAPF problem. As a part of this thesis, an application was developed that enables users to enter an initial and target configuration of robots and to find the shortest possible collision free plans. These plans can be visually simulated and it is possible to generate from them programs executable on Ozobot Evo robots. 1
Turtlebot in ROS framework
Bartoš, Pavel ; Šoustek, Petr (referee) ; Hůlka, Tomáš (advisor)
The aim of this work is to create a model of Turtlebot and to test it in the Gazebo environment. The paper presents a series of algorithms that simulate the movement of the robot and its ways of orientation in a selected space. The created solution provides the robot with the ability to create a collision-free course based on the sensor data. The benefit of this work is to introduce the ROS framework and bring an undestandment of its features.
Pathfinding application in computer game
Tihlařík, Miroslav ; Hůlka, Tomáš (referee) ; Dobrovský, Ladislav (advisor)
This thesis deals with the description and comparison of various map grids and pathfindng algorithms used in the video game environment.
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.
Multi-Agent and Optimalisation Methods for Stealth Games
Láncoš, Jan ; Vídeňský, František (referee) ; Zbořil, František (advisor)
This bachelor thesis deals with the opponents' behaviour in stealth-based video games. It's main focus is the credibility of said behaviour in comparison to the opponents' real life counterparts and the overall immersiveness of the experience. The thesis describes the usage of the A* algorithm for dynamic pathfinding in a two-dimensional space. Furthermore it describes the opponents' patrolling system, their ability to detect the player's presence and also their ability to cooperate and communicate while trying to chase the player down. One playable level demonstrating the described behaviour has also been created as part of this thesis using the C++ language. The thesis can be used as an inspiration for anyone interested in making their own intelligent systems for computer games of a similar type.
Artificial Intelligence in Strategy Computer Games
Jirout, David ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Strategy war games are a genre of computer games with the key element being control and navigation of units on the map. Despite having different approach to unit management, even the best-selling titles usually feature troubles during unit collisions solving with the collisions occurring either among units or between a unit and a natural obstacle. The library being developed in this thesis unifies all the types of approach to unit management being used nowadays and offers generic formation system, prediction, avoidance and/or solving of unit collisions on all levels and furthermore unit pathfinding on the map with both the nature and height profile of the path taken into account. Powered by TCPDF (www.tcpdf.org)

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