National Repository of Grey Literature 24 records found  beginprevious15 - 24  jump to record: Search took 0.00 seconds. 
Chess Program with Various Chess Variations with New Figure
Dostál, Martin ; Křena, Bohuslav (referee) ; Rozman, Jaroslav (advisor)
This thesis deals with an analysis and evaluation of methods and algorithms needed for successfull implementation of a chess program. Both the basic principles and further currently used extensions of these methods and algorithms are stated with a goal to implement a quality chess program playing different chess variations including a new figure. This thesis also introduces the basic pillars of every chess program - these pillars include board representation, state space search, evaluation of a game state and changes required for implementation of new chess variations. A comparison of difficulties of individual methods is included for an overview.
Mobil Application Support for Nine Men's Morris Playing
Kolínek, Daniel ; Zbořil, František (referee) ; Zbořil, František (advisor)
The aim of this work is to create an application for mobile device solving the task of determination the best move in game Nine men's morris from a camera snapshot taken on smart device. The task is divided into the problem of position detection and determination of the best move. Position recognition is solved by using edge detection, finding circles using Hough transform and subsequent color detection in found circles. Finding the best move is solved by own position evaluation and state space search using the Alpha-Beta algorithm. Using the OpenCV library and the Android Studio development environment, a sample application executable under Android version 5 and higher was created. The sample application solves both tasks.
Chess Program for Bughouse Variant
Staňa, Marek ; Křena, Bohuslav (referee) ; Rozman, Jaroslav (advisor)
This thesis describes process of creating a chess program playing Bughouse variant allowing to play against human or other programs. Firstly explains difference in Bughouse rules from classic chess, main part is about artificial intelligence. It compares individual methods used for making chess programs and adapts them to Bughouse variant.
Artificial intelligence for Mariáš
Kaštánková, Petra ; Veselý, Pavel (advisor) ; Pangrác, Ondřej (referee)
This thesis focuses on the implementation of a card game, Mariáš, and an artificial intelligence for this game. The game is designed for three players and it can be played with either other human players, or with a computer adversary. The game is designed as a client-server application, whereby the player connects to the game using a web page. The basis of the artificial intelligence is the Minimax algorithm. To speed it up we use the Alpha-Beta pruning, hash tables for storing equivalent states of the game and various heuristics. Powered by TCPDF (www.tcpdf.org)
Artificial intelligence in abstract 2-player games
Veselý, Pavel ; Valla, Tomáš (advisor) ; Baudiš, Petr (referee)
In this thesis we focus on algorithms for searching for the best move in a given position in an abstract strategy 2-player game. We describe algorithms Alpha-beta and Proof-number Search with their enhancements and we come with new ideas for making them quicker. We also propose an algorithm for choosing randomly between moves not much worse than the best move and ideas how to play in lost positions. We apply the algorithms on the game Tzaar which is special for having a lot of possible moves which makes the game hard for a computer. Our goal is to create a robot for playing Tzaar as good as possible. We show that our artificial intelligence can play on the level of best human and computer players. We also examine experimentally how enhancements of the algorithms help making computations quicker in this game.
Computer Game Based on MTD(f) Method
Janáček, Matej ; Lukáš, Roman (referee) ; Techet, Jiří (advisor)
This bachelor's thesis demonstrates pros and cons of MTD(f) method on simple implementation of checkers game. Briefly describes differences between this and other methods used for the best move search in games.
Solving Problems with Uncertainty
Hrdý, Libor ; Martinek, David (referee) ; Zbořil, František (advisor)
In this thesis is described implementation of the logical deskgame Backgammon, which is a game for two players, whereas one is substituted by computer. This thesis is focused on the problems of the programming the graphical user interface with help of toolkit WxWidgets and also the implemetnation of the game core (game controls and AI of the computer) by using ExpectMiniMax algorithm, that is used for the implementation of the games with the strong influence of random, games where random plays a big role, in this particular case throwing the cube.
Evolution Algorithm Used in Chess Game
Urminský, Andrej ; Straka, Martin (referee) ; Gajda, Zbyšek (advisor)
This thesis deals with a design of an evolutionary algorithm for an artificial intelligence in a chess game. This is accomplished by use of so called genetic algorithms. Java programming language and Eclipse, an open development platform, were used for implementation of this algorithm and the graphical user interface.
The Hnefatafl Board Game Artificial Intelligence
Stratilová, Lenka ; Doležel, Michal (referee) ; Kubát, David (advisor)
The main task of this bachelor thesis is to design, create and test the Hnefatafl board game artificial intelligence. In the beginning of thesis are description of Hnefatafl rules with its variations and the most common algorithms of artificial intelligence. The following describes the implementation and testing. The game allows two players mode, player against computer mode and two computers mode.
Chess Program for Various Chess Variations
Jadrníček, Zbyněk ; Křena, Bohuslav (referee) ; Rozman, Jaroslav (advisor)
This thesis describes process of creating chess program allowing human play against computer. First part explains chess rules, next parts are about artificial intelligence. Thesis deals with nontraditional chess variants and also with changes, which were made in implementation in comparasion with classical game. It compares usual chessboard representations in computer, methods of playing games and techniques of evaluation chessboard state. The aim was to achieve high artificial intelligence by using of effective algorithms.

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