National Repository of Grey Literature 132 records found  beginprevious93 - 102nextend  jump to record: Search took 0.00 seconds. 
Defending Choke Points in Star Craft: Brood War
Šťavík, Petr ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
Despite the effort in the field of artificial intelligence for real time strategy games, computer controlled agents (bots) still struggle even against average human players. One of the keys to success in such games is the ability to take advantage of various tactical points on the map, like chokepoints - narrow passages connecting open areas. With the use of genetic algorithms and SparCraft, a simplified simulator of StarCraft: Brood War, we present a method to generate advantageous unit layouts for defending chokepoints. Our experiments show that layouts produced using our method perform significantly better than random layouts, and are comparable in quality with layouts traditionally employed by human players. Our method may also be used to generate a database of advantageous unit layouts, which could be incorporated into an existing StarCraft: Brood War bot. 1
HexMage - Encounter Balancing in Hex Arena
Arnold, Jakub ; Gemrot, Jakub (advisor) ; Moudřík, Josef (referee)
Title: HexMage - Encounter Balancing in Hex Arena Author: Jakub Arnold Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: Procedural content generation (PCG) is mostly examined in the con- text of map/environment creation, rather than generating the actual game char- acters. The goal of this thesis is to design a turn-based RPG-like game with perfect information for which we can generate balanced encounters. The game consists of a hex-based arena in which two teams fight. Each team consists of a few player controller characters with unique abilities. We generate the attributes of these abilities in order to make the encounter balanced. We will also build an AI that can be used to automatically play-test the PCG algorithm. The goal is to generate an equally strong, but different opponent. Keywords: video games encounter balancing hex arena rpg elements 1
Football - AI competition environment
Páll, Juraj Eduard ; Holan, Tomáš (advisor) ; Gemrot, Jakub (referee)
Competitions in the development of artificial intelligence are one of the favo- rite forms of programming competitions. Football, as the most popular sports game, presents an interesting challenge for the development of artificial intelli- gence. Therefore, we have decided to create an environement for competition in the development of artificial intelligence for simplified football. The environment consists of a web application, a simulation server, applications for local simula- tion of matches and sample artificial intelligences based on finite state machines. The application, that contains the code of artificial intelligence, runs at the user and communicates with the simulation server. The user can program this applica- tion by himself in any programming language, or can use prepared projects, that already have the communication with the server implemented. Applications for local simulation are suitable for quick testing of artificial intelligences during their development and for creating artificial intelligences based on machine learning. 1
Procedural generation of cities in 3D
Krabec, Miroslav ; Gemrot, Jakub (advisor) ; Beneš, Jan (referee)
Title: Procedural generation of cities in 3D Author: Miroslav Krabec Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot Abstract: During development of computer games great amount of time is spent on creating game environment. For that reason there is an effort to generate this environment procedurally. One of the interesting areas is generation of cities. Algorithm (Weber et al., 2009) is fully geometrical and offers considerable freedom in parametrization of the city, however there has not been an open implementation of this algorithm. Our work offers such an implementation and includes the possibility of 3D visualization in Unity 3D, a tool designed for development of computer games. Here we emphasize the ease of using custom 3D models of buildings, roads and crossroads. Resulting software can help game developers to generate cities for their games. However it can generate only relatively small cities (several thousands of buildings), but in context of computer games this is usually sufficient. Resulting city is very parameter sensitive and it is not trivial to achieve desired outcome. Further research would be needed for evaluation of generated cities. Keywords: procedural generation, cities, 3D
Balancing rules of prototype board game Souboj živlů
Holubyev, Dmytro ; Gemrot, Jakub (advisor) ; Surynek, Pavel (referee)
The main goal of this thesis is to analyze the mechanisms of the prototype board game Clash of the elements. Using knowledge from the field of game theory and simulations using the shortcomings of the rules, which are unbalanced between players. The simulator has to offer players and developers a comprehensive and flexible tool that thanks to sophisticated artificial gamers can efficiently test the changes without the risk of disturbing the gaming policies and strategies.
Simulatenous move turn-based game for mobile devices
Staruch, Michal ; Gemrot, Jakub (advisor) ; Yaghob, Jakub (referee)
This thesis deals with a conception and implementation of a simultaneous move turn-based game for devices running Android. The thesis contains an analysis of the most played games on Android, limitations of mobile devices and required libraries. The work further focuses on the principle of operation of a server prototype and a stress test of an implementation of the described prototype. Based on the test results, the thesis describes an implementation of multithreaded processing and an further analysis of this implementation. The work also portrays the techniques used for network communication. The result of this work is a game server written in Java and a mobile application for Android, which is used by the users to play the created game. Powered by TCPDF (www.tcpdf.org)
Comparison of signatures using metrics for the eye movements
Vyhlas, Petr ; Děchtěrenko, Filip (advisor) ; Gemrot, Jakub (referee)
Comparison of signatures is part of the identity verification. The study focuses on comparison of signatures using metrics for the eye movements. In first part of study we review algorithms for the signature verification and we introduce metrics for comparing eye movements. We used Levenshtein distance, Fréchet distance and correlation coefficient for the comparison of signatures. We discovered behavior of these metrics and choose their combination for the computation of percentage similarity between two signatures. We designed and implemented universal Windows application which digitizes signatures, compares two signatures and determines their similarity. We conducted an experiment in which participants tried to sign themselves or tried to sign someone else. We did not find improvement during the signing. Powered by TCPDF (www.tcpdf.org)
Genetic programming in Swift for human-competitive evolution
Mánek, Petr ; Mráz, František (advisor) ; Gemrot, Jakub (referee)
Imitating the process of natural selection, evolutionary algorithms have shown to be efficient search techniques for optimization and machine learning in poorly understood and irregular spaces. In this thesis, we implement a library containing essential implementation of such algorithms in recently unveiled programming language Swift. The result is a lightweight framework compatible with Linux- based computing clusters as well as mobile devices. Such wide range of supported platforms allows for successful application even in situations, where signals from various sensors have to be acquired and processed independently of other devices. In addition, thanks to Swift's minimalistic and functional syntax, the implementation of bundled algorithms and their sample usage clearly demonstrates fundamentals of genetic programming, making the work usable in teaching and quick prototyping of evolutionary algorithms. Powered by TCPDF (www.tcpdf.org)
Artificial Player for Hearthstone Card Game
Ohman, Ľubomír ; Gemrot, Jakub (advisor) ; Mráz, František (referee)
The goal of this work was to create an artificial agent that is able to learn how to play Hearthstone with given deck of cards. We decided to use Q-learning algorithm to achieve it. The side effect of this work is the transformation of the simple simulator of Hearthstone into the framework for developing Artificial Intelligence in this game. For the purpose of training and evaluation, commonly played strategies served us as inspiration for the testing agents that we developed. This work contains comparison of the table representation of Q-function and the neural network approximation of it. The original goal was fulfilled partially. We were successful in the creation of the learning agent but he is only able to learn one specific strategy.
WPF Style GUI Library for MonoGame Framework
Imrýšek, Vítězslav ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
MonoGame is a popular cross-platform open-source framework used for developing games and other graphical applications. However, this framework has no out-of-box support for user interface creation. And while there exist many third party UI libraries, none of them has the goal of implementing some existing, widely used user interface framework. For this thesis, we decided to target this shortcoming and reimplement the Windows Presentation Foundation framework, in form of a library, to MonoGame. As part of this work, we chosen a viable feature subset that is going to be implemented and solved many technical issues. Issues like how to render our graphical primitives or how to implement a non-rectangular clipping. The emphasis of the thesis was to follow the well-known WPF API and its behavior during the implementation process as closely as possible. Powered by TCPDF (www.tcpdf.org)

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