National Repository of Grey Literature 29 records found  beginprevious20 - 29  jump to record: Search took 0.00 seconds. 
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.
Checkers - like Network Game
Semerád, Lukáš ; Horáček, Petr (referee) ; Čermák, Martin (advisor)
This bachelor thesis is concerned with board game checkers. It summarizes the history and previous games. The thesis discusses the various versions of the rules that are played around the world. It also deals with the analysis of algorithms for a computer game. The result of this work is a program that allows the game two players, game via network and play against the computer. Also allows different setting default rules.
Chess Program with Various Chess Variations with Various Initial Arrangement
Dvořák, Pavel ; Žák, Jakub (referee) ; Rozman, Jaroslav (advisor)
This thesis focuses on describing required components in the process of creation of modern chess application. Goal is to create chess program with several chess variations using structures and algorithms based on professional chess programs. Thesis describes principles of chessboard representation and various factors of chessboard state evaluation used in classic chess and implemented variants. Finally thesis describes game-tree search algorithms and enhancements and compares their effect.
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.

National Repository of Grey Literature : 29 records found   beginprevious20 - 29  jump to record:
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