National Repository of Grey Literature 80 records found  beginprevious21 - 30nextend  jump to record: Search took 0.01 seconds. 
Artificial Intelligence for Game Playing
Neřád, Václav ; Kouřil, Jan (referee) ; Smrž, Pavel (advisor)
This Bachelor's thesis analyzes artificial intelligence and method, which are used in artificial intelligence for problem solving and game playing especially. Chosen methods are used for bot implementation in game Ants in contest AI challenge.
Robotic Tracking of a Person using Neural Networks
Zakarovský, Matúš ; Lázna, Tomáš (referee) ; Žalud, Luděk (advisor)
Hlavným cieľom práce bolo vytvorenie softvérového riešenia založeného na neurónových sieťach, pomocou ktorého bolo možné detegovať človeka a následne ho nasledovať. Tento výsledok bol dosiahnutý splnením jednotlivých bodov zadania tejto práce. V prvej časti práce je popísaný použitý hardvér, softvérové knižnice a rozhrania pre programovanie aplikácií (API), ako aj robotická platforma dodaná skupinou robotiky a umelej inteligencie ústavu automatizácie a meracej techniky Vysokého Učenia Technického v Brne, na ktorej bol výsledný robot postavený. Následne bola spracovaná rešerš viacerých typov neurónových sietí na detekciu osôb. Podrobne boli popísané štyri detektory. Niektoré z nich boli neskôr testované na klasickom počítači alebo na počítači NVIDIA Jetson Nano. V ďalšom kroku bolo vytvorené softvérové riešenie tvorené piatimi programmi, pomocou ktorého bolo dosiahnuté ciele ako rozpoznanie osoby pomocou neurónovej siete ped-100, určenie reálnej vzdialenosti vzhľadom k robotu pomocou monokulárnej kamery a riadenie roboty k úspešnému dosiahnutiu cieľa. Výstupom tejto práce je robotická platforma umožnujúca detekciu a nasledovanie osoby využiteľné v praxi.
Fast Adaptation of Codenames Computer Assistant for New Languages
Jareš, Petr ; Otrusina, Lubomír (referee) ; Smrž, Pavel (advisor)
This thesis extends a system of an artificial player of a word-association game Codenames to easy addition of support for new languages. The system is able to play Codenames in roles as a guessing player, a clue giver or, by their combination a Duet version player. For analysis of different languages a neural toolkit Stanza was used, which is language independent and enables automated processing of many languages. It was mainly about lemmatization and part of speech tagging for selection of clues in the game. For evaluation of word associations were several models tested, where the best results had a method Pointwise Mutual Information and predictive model fastText. The system supports playing Codenames in 36 languages comprising 8 different alphabets.
Game in OpenGL
Hranáč, Pavel ; Milet, Tomáš (referee) ; Starka, Tomáš (advisor)
The goal of this thesis is to create a custom game with an AI opponent. The theoretical part of the thesis deals mainly with artificial intelligence in games in general. The game's graphics are three-dimensional and use the OpenGL API and the GPUEngine graphics library. The created game is a turn-based strategy game similar to chess, offering computer opponents of various difficulties using a custom modification of the Minimax strategy with a complex heuristic. The game also offers local multiplayer. The results of this thesis can serve as inspiration or a basis for the study of artificial intelligence in games.
How Can We Google More Effectively?
Kolesárová, Lucia ; Shapiro, Irina (referee) ; Macháček, Mikuláš (advisor)
Current Google provides almost all type of information in a similar way - list of web pages. But Each information needs a different manner of mediation. A different way of visualisation. Therefore I decided to create Google of tomorrow. I am focused on a new way of spreading information and communication. I created new tools which help to achieve this vision. These tools operate in augmented reality. My diploma is mainly work of design fiction and information design. I use extrapolation to create possible future scenarios. Future abilities of Google tools are extrapolated from its current technologies.
Chatbot for Smart Cities
Jusko, Ján ; Herout, Adam (referee) ; Zemčík, Pavel (advisor)
The aim of this work is to simplify access to information for citizens of the city of Brno and at the same time to innovate the way of communication between the citizen and his city. The problem is solved by creating a conversational agent - chatbot Kroko. Using artificial intelligence and a Czech language analyzer, the agent is able to understand and respond to a certain set of textual, natural language queries. The agent is available on the Messenger platform and has a knowledge base that includes data provided by the city council. After conducting an extensive user testing on a total of 76 citizens of the city, it turned out that up to 97\% of respondents like the idea of a city-oriented chatbot and can imagine using it regularly. The main finding of this work is that the general public can easily adopt and effectively use a chatbot. The results of this work motivate further development of practical applications of conversational agents.
Fear Factor of Gaming Artificial Intelligence
Mištík, Matej ; Materna, Zdeněk (referee) ; Chlubna, Tomáš (advisor)
The goal of this thesis is to present the fear factor by gaming artificial intelligence. The work focuses on the player's interaction with artificial intelligence, whose fear factor is addressed by evaluating complex conditions and the subsequent selection of the state of behaviour. The created system works for combat and escape of artificial intelligence. The outcome of this thesis is the implementation of human emotion, mainly the fear for gaming artificial intelligence in the enviroment of Unity engine.
Multiagent Support for Strategic Games
Válek, Lukáš ; Kočí, Radek (referee) ; Zbořil, František (advisor)
This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.
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.
Interconnection of Recent Strategic Games with Multi-Agent Frameworks
Válek, Lukáš ; Kočí, Radek (referee) ; Zbořil, František (advisor)
This thesis is focused on design of framework for creation an articial opponents in strategy games. We will analyze different types of strategy games and artificial intelligence systems used in these types of games. Next we will describe problems, which can occur  in these systems and why agent-based systems makes better artificial opponents. Next we will use knowledge from this research to design and implement framework, which will act as support for creating an artificial intelligence in strategy games.

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