National Repository of Grey Literature 730 records found  beginprevious643 - 652nextend  jump to record: Search took 0.00 seconds. 
A Course Management Information System with Automated Timetabling
Polesný, Ondřej ; Očenášek, Pavel (referee) ; Rychlý, Marek (advisor)
This thesis analyzes the requirements of the dance school on the software produced and designs all layers required for implementation of this product. The product manages courses, their attendees, lectors, places where the courses are held and related financial operations. It also includes an interface for automatical generation of schedules for courses according to the preferences of the dance school and course attendees. This thesis also includes detailed model of database structure, object layer model, user interface designs and describes their implementation. Furthermore this thesis includes description of communication between all parties participating in created solution and feedback from users.
PSO-Particle Swarm Optimizations
Veselý, Filip ; Jaroš, Jiří (referee) ; Schwarz, Josef (advisor)
This work deals with swarm intelligence, strictly speaking particle swarm intelligence. It shortly describes questions of optimization and some optimization techniques. Part of this work is recherché of variants of particle swarm optimization algorithm. These algorithms are mathematically described. Their advantages or disadvantages in comparison with the basic PSO algorithm are mentioned. The second part of this work describes mQPSO algorithm and created modification mQPSOPC. Described algorithms are compared with each other and with another evolution algorithm on several tests.
Experiments with the Swarm Intelligence
Hula, Tomáš ; Zbořil, František (referee) ; Grulich, Lukáš (advisor)
This work deals with the issue of swarm intelligence as a subdiscipline of artificial intelligence. It describes biological background of the dilemma briefly and presents the principles of searching paths in ant colonies as well. There is also adduced combinatorial optimization and two selected tasks are defined in detail: Travelling Salesman Problem and Quadratic Assignment Problem. The main part of this work consists of description of swarm intelligence methods for solving mentioned problems and evaluation of experiments that were made on these methods. There were tested Ant System, Ant Colony System, Hybrid Ant System and Max-Min Ant System algorithm. Within the work there were also designed and tested my own method Genetic Ant System which enriches the basic Ant System i.a. with development of unit parameters based on genetical principles. The results of described methods were compared together with the ones of classical artificial intelligence within the frame of both solved problems.
Automatic System for Starcraft Game Playing
Skácel, Dalibor ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
This thesis focuses on artificial intelligence principles used in komputer games and their demonstration by implemented automatic system for playing Starcraft. This system uses methods such as: decision trees, finite state machines and it handles decision making in real time environment, control of multiple units with different abilities and works with partial informatik about opponent. Starcraft: Broodwar is one of the most famous real time strategy games and it was chosen for this thesis for its balance and available application interface for controlling the game. The goal is to show artificial intelligence methods in praxis and to create a system which is competitive against other systems in SSCAI (Student Starcraft AI Tournament) competition and even against human players.
Web Application of Hill-Climbing Club
Kadlas, Jakub ; Techet, Jiří (referee) ; Lukáš, Roman (advisor)
This Bachelor's thesis contains description of a design and implementation of information system for mountain club Bezuchov. The information system audits informations about activities in the mountain club. It contains planned actions, accomplishments in mountains etc. The system accumalates informations about members, their registrations on actions and commnets on articles. User can insert pictures into the photogallery and he can also write an article about mountain theme. Access to this system is hierarchical, based on competence of each user. The system is created for effective and synoptical management of information presented above. System also contains artificial intelligence, which create schedule of actions.
Carcassonne Board Game Artificial Intelligence
Černohub, Jan ; Lodrová, Dana (referee) ; Stružka, Jaroslav (advisor)
The aim of the thesis is to design, build, test and evaluate a virtual adaptation of popular board game Carcassonne for personal computers, including artificial intelligence algorithms for opponents. The core revolves around analysis of the game's rules, goals and gaming strategies in regards to general principles put forward by the game theory and probability, these also include description of chosen data format, procedural behavior and graphical user interface. Thesis concludes upon reflection on future possible development and improvement of the application in the areas of advanced artificial intelligence algorithms such as neural network programming.
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
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.
Creating Timetables Using Genetic Algorithms
Horký, Aleš ; Matoušek, Jiří (referee) ; Minařík, Miloš (advisor)
This bachelor thesis contains design and implementation of two-phase genetic algorithm intended for creating timetable schedules at primary schools. The algorithm is designed for maximum reduction of state space of solved problem without decrease of its universality. The implementated program in C++ language is applicable for creating timetable schedules at small and medium sized schools.
Computer Game in 2D for Linux
Ševčík, Jaroslav ; Novosad, Petr (referee) ; Rogalewicz, Adam (advisor)
This Bachelor's thesis is focused on artificial intelligence for computer controlled objects, represented by computer game. There are contained typical procedures to handle some behavior problems of intelligent objects and finally their implementation into fully functional application.

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