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Artificial Intelligence for Quoridor Board Game
Brenner, Matyáš ; Gemrot, Jakub (advisor) ; Černý, Martin (referee)
The aim of this work is to design an Artificial Intelligence for Sector 66, which is a board game based on Quoridor. In Sector 66 there is a possibility to use spells and fields with some special effects. The Artificial Intelligence is based on Monte Carlo Tree Search. It can be used for 2 to 4 players. The Artificial Intelligence introduced in this work can work with the high branching factor of Quoridor/Sector 66 Game and can also handle unknown elements represented by user defined plug-ins. The game and the Artificial Intelligence has been developed using .NET Framework, XNA and C#. Powered by TCPDF (www.tcpdf.org)
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Citadels AI
Pekárek, Jakub ; Holan, Tomáš (advisor) ; Gemrot, Jakub (referee)
The aim of this thesis is to implement a playable version of the game Citadels with console interface, and to use it for analysis of the game's properties and development of artificial intelligence. This thesis includes an analysis of strategies, a scheme for their design, an organization of turn processing, a model of intelligence implementation and testing tools. A number of approaches to specific moves have been developed, all of which achieved positive impact on overall intelligence performance. Game analysis showed a variety of game situations that need to be approached in different ways. Consequently, inappropriateness of usage of general approaches has been demonstrated; while showing benefits of the suggested inteligence design, based on a composition of separate strategies. A strong influence of player earnings on the overall performance has also been demonstrated, while other factors only show very low influence in general case. Powered by TCPDF (www.tcpdf.org)
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Methods of deep learning in image processing tasks
Polášková, Lenka ; Marcoň, Petr (referee) ; Mikulka, Jan (advisor)
The clue of learning to recognize objects using neural network lies in imitation of animal neural network's behavior. In spite the details of how brain works is not known yet, the teams consisting of scientists from various medical or technical professions are trying to search for them. Thanks to giants like Geoffrey Hinton science made a big progress in this domain. The convolutional networks which are based on animal model of optical system can be advantageously used for image segmentation and therefore they ware chosen for segmentation of tumor and edema from images of magnetic resonance. The models of artificial neural networks used in this work had achieved the 41\% of success in edema segmentation and 79\% in segmentation of tumor from brain issue.
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Image classification using deep learning
Hřebíček, Zdeněk ; Přinosil, Jiří (referee) ; Mašek, Jan (advisor)
This thesis deals with image object detection and its classification into classes. Classification is provided by models of framework for deep learning BVLC/Caffe. Object detection is provided by AlpacaDB/selectivesearch and belltailjp/selective_search_py algorithms. One of results of this thesis is modification and usage of deep convolutional neural network AlexNet in BVLC/Caffe framework. This model was trained with precision 51,75% for classification into 1 000 classes. Then it was modified and trained for classification into 20 classes with precision 75.50%. Contribution of this thesis is implementation of graphical interface for object detction and their classification into classes, which is implemented as aplication based on web server in Python language. Aplication integrates object detection algorithms mentioned abowe with classification with help of BVLC/Caffe. Resulting aplication can be used for both object detection (and classification) and for fast verification of any classification model of BVLC/Caffe. This aplication was published on server GitHub under license Apache 2.0 so it can be further implemented and used.
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Artificial Intelligence in Strategic Computer Games
Votroubek, Lukáš ; Přibyl, Bronislav (referee) ; Zuzaňák, Jiří (advisor)
This work covers with artificial intelligence of strategy computer games, however many of these methods are usable in other areas. These are different methods used in deciding (finite state machina, fuzzy logic, Markov Process), planning (Goal-oriented action planning, Montecarlo planning, Case-based planning) and machine learning ( Reinforcement leasing, Decision Learning and Neural Networks). Objective of this thesis is to study this methods from different sources and explain their base principle. Then few of this methods resolve in more details and implement them (goal oriented planning and state machine). This thesis focuses on game engine ORTS, which is used in implementing and testing methods.
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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.
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Design and Analysis of Sport Information System
Stružka, Jaroslav ; Lukáš, Roman (referee) ; Fiala, Jiří (advisor)
This bachelor's thesis contains description fo analyze, design and futher implemantation of an information system. Information system is designed for evidence and publish scores of matches, group table, informations about teams, players and coaches, statistics of teams and players. Within the score system stores more detailed information about the game like number of viewers, authors of goals, number of cards, substitutions and times of theese actions. It stores informations about stadiums, where are the matches played. Part of the system is item of artificail intelligence, which links referees to the matches that should by played
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2D Java Strategy Game
Nývlt, Jiří ; Kajan, Rudolf (referee) ; Zachariáš, Michal (advisor)
Tato práce se zabývá návrhem a implementací strategické video hry v jazyce Java. Součástí práce bude simulace netriviálního počítačového protivníka. V praktické části je popsán postup implementace jednoduché strategické hry War paths.
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