National Repository of Grey Literature 31 records found  beginprevious22 - 31  jump to record: Search took 0.02 seconds. 
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.
Pathfinding in Building Map
Marko, Antonín ; Beran, Vítězslav (referee) ; Zachariáš, Michal (advisor)
The majority of large buildings contains static public panels with a building map, which are not well-arranged and it takes long time to find concrete area and find path to it. Subjects of the thesis are design and implementation of an application for 3D demonstration of a building's map and pathfinding in the map.
Map Generator and Path Search in a Map for the Strategy Games
Karásek, Štěpán ; Mráček, Štěpán (referee) ; Orság, Filip (advisor)
This thesis consists of two parts. The first part deals with procedural map generation aiming at terrain generation. For the most part, the bases of terrain generation, usable algorithms and the ways of generating other landscape elements are followed up. A terrain generator using diamond-square algorithm is then implemented and integrated into the existing game engine. The second part of the thesis analyses the pathfinding problem, describes usable algorithms and one of them in detail. Furthemore, the post-processing of the path is being solved and possibilities of hierarchical pathfinding algorithms are presented. Pathfinding using A* algorithm is also implemented and integrated into existing game engine. Finally, functioanality of both the algorithms is demonstrated in an interactive application.
Probabilistic Localization of Mobile Robot
Kopečný, Tomáš ; Luža, Radim (referee) ; Rozman, Jaroslav (advisor)
Motion control, navigation and sense of orientation of a mobile robot are tied to development of every mobile robot. This work concerns mainly about robot localization in the sense of orientation in space. Nevertheless, nor other aspects of mobile robotics are being omitted. Therefore, the goal of this work is to get familiar with Monte Carlo localization algorithm and apply this algorithm on a real robot.
Path Finding in the Vector Data in OpenStreetMap Project
Adamček, Adam ; Procházka, Boris (referee) ; Váňa, Jan (advisor)
Pathfinding services are nowadays often used by people to plan a route through an unknown area. This bachelor's thesis deals with designing and implementation of an application which is able to search in free map data provided by the OpenStreetMap project and visualize resulting paths. During the search, not only the way types, but the selected transport type and the attributes of the eventual route will be taken into account as well. The work also contains an analysis of the OSM format and the proposal of a custom, more compact format useful for storing the preprocessed data. Eventually, the implemented application's performance is tested and its output is compared with other commonly used routing solutions.
Artificial Intelligence in Modern Computer Games
Pavliska, Jiří ; Zuzaňák, Jiří (referee) ; Mikolov, Tomáš (advisor)
The aim of this bachelor's thesis is to propose an artificial inteligence that could be used to create a modern computer game. My intention is to introduce the termin Artificial Inteligence to the reader. I include the description of elements and techniques used for determining the behavior of figures that are controlled by a computer. I am also focusing the abilities of the program to search the state space and to find the shortest possible way.
Demonstration of State Space Search Methods
Tureček, Martin ; Drozdová, Martina (referee) ; Zbořil, František (advisor)
This bachelor's thesis describes the issue of state space search methods. Thesis was focused namely on the practical part. Its main goal was to create a demonstration application which should serve as an additional help for Fundamentals of Artificial Intelligence course. The resulting application satisfies this requirement thanks to an easy control, a possibility of steping through the alghoritm and an attractive graphic layout. The application is also implemented as a java applet, so its start should be possible from anywhere.
Interface for Creation of Game Agents in Jason
Rusnák, Jakub ; Samek, Jan (referee) ; Král, Jiří (advisor)
Thesis deals with creation of interface for creating agents in Jason programming language for Unreal Tournament 2004. Reader is introduced to theory of agent systems, UnrealTournament game and GameBots environment. The paper describes design of this interface and it's implementation. It also deals with the problem of finding path for bots in game. It desribes creation of your own bot using this interface. Finally, efficiency of solution is evaluated.
Mobile robot navigation with obstacle avoidance
Stříteský, Vladimír ; Burian, František (referee) ; Žalud, Luděk (advisor)
Thesis deals with automatic guided mobile robot focused on obstacle avoidance during ride on planned route. There are summaries of usually used obstacle detecting sensors and algorithms used for path finding. Based on this, own solution is designed. It uses waypoints changes to pass obstacle. MATLAB simulation is created for tests of new designed method. This method is implemented to real robot for real world testing. Reached goals and upgrade possibilities are summarized in bottom of thesis.

National Repository of Grey Literature : 31 records found   beginprevious22 - 31  jump to record:
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