National Repository of Grey Literature 33 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Assisted race track procedural generation
Šimůnek, Petr ; Kahoun, Martin (advisor) ; Černý, Vojtěch (referee)
Racing games often take place on circuits with large surroundings. The goal of this thesis is to design and create a procedural generator for realistic road racing tracks surroundings. The track surroundings must feel populated and detailed during gameplay while also being performance-optimized for a smooth gaming experience. The generated environment needs to be consistent with the rules of road racing. Safety barriers need to be in places of high crash likelihood, and fans must be in relatively safe spectating spots. The generator will take the circuit shape, ideal racing line, and terrain as its inputs. Our method generates a 1 × 1 kilometer map in under a minute. Test players have rated our circuits as very realistic, detailed, and with more content than the previous hand-made ones. Our old circuits also took from dozens to hundreds of hours to create, considerably more than the new procedurally generated ones. 1
Coevolution of AI and level generation for Super Mario game
Flimmel, Július ; Černý, Vojtěch (advisor) ; Pilát, Martin (referee)
Procedural Content Generation is now used in many games to generate a wide variety of content. It often uses players controlled by Artificial Intelligence for its evaluation. PCG content can also be used when training AI players to achieve better generalization. In both of these fields, evolutionary algorithms are employed, but they are rarely used together. In this thesis, we use the coevolution of AI players and level generators for platformer game Super Mario. Coevolution's benefit is, that the AI players are evaluated by adapting level generators, and vice versa, level generators are evaluated by adapting AI players. This approach has two results. The first one is a creation of multiple level generators, each generating levels of gradually increased difficulty. Levels generated using a sequence of these generators also mirror the learning curve of the AI player. This can be useful also for human players playing the game for the first time. The second result is an AI player, which was evolved on gradually more difficult levels. Making it learn progressively may yield better results. Using the coevolution also doesn't require any training data set.
Plan so plan you planner, sustainibility you never reach! Case study of strategic planning of city development of Ústí nad Labem
Černý, Vojtěch ; Bauerová, Alena (advisor) ; Rynda, Ivan (referee)
This thesis deals with description and evaluation of the case of strategic planning process in city Ústí nad Labem. The case is evaluated due to one criterion of sustainable development. The criterion is participation. The thesis is focused on participatory techniques used during the planning process in particular. It combines concept of governance with other sociological concepts of participation. Beside the description and the evaluation of used techniques the thesis focuses also on attitudes and beliefs of planning process participants with regard to idea of sustainable development and participation on planning and decision making. Theoretical part of the research displays the premises and knowledge in the field of participation and planning evaluation. It shows, the premises say that one condition of local sustainable development is using of participatory innovations in local governance. It describes diverse aspects of participation and possible evaluation criteria in particular. Analytical part uses knowledge and concepts of participatory process evaluators as a model for its own evaluation of the case of Ústí nad Labem. It also shows the condition for implementation of participatory innovation beside the evaluation. It shows the importance of politics, officials and other participants of planning...
Procedurální generování vesnic ve hře Minecraft pomocí algoritmu Wave Function Collapse
Mifek, Jakub ; Černý, Vojtěch (advisor) ; Dingle, Adam (referee)
1 Maxim Gumin's Wave Function Collapse (WFC) algorithm is an example-driven image generation algorithm emerging from the craft of procedural content generation. The intended use of the algorithm is to generate new images in the style of given examples by ensuring local similarity. Our work aims to generalize the original work to make the algorithm applicable in other domains. Furthermore, we aim to apply it in a more difficult task of village generation in the 3D sandbox video game Minecraft. We will create a generic WFC library and a Minecraft mod, which will allow for structure generation using WFC. We hope that our WFC library will be beneficial to anyone exploring WFC and its applications in the Kotlin language and that our Minecraft showcase reveals some of the benefits and limits of the algorithm in complex problems.
The Wars of Boredom - Turn Based Game for Multiple Players on Hexagon Map
Kolombo, Jan ; Ježek, Pavel (advisor) ; Černý, Vojtěch (referee)
The thesis focuses on the development of a turn-based multiplayer strategy game Wars of Boredom, from defining our customers through the analysis of the project up to the details of the implementation. In the text part of the thesis, we create the mechanics and setting of the game; we are inspired by classics of the genre like Heroes of Might and Magic III, The Battle for Wesnoth, and the Total War series. The result of the thesis is an implementation of a game that has complete information; it has several kinds of units, several game maps, and an easy-to-use game map editor. In addition to the analysis and specification of the game, the thesis includes an implementation of the specified project with the focus on the expandability of the project. It also includes a game manual and a video tutorial. The game has been implemented in Unity and contains localizations to Czech and English. 1
Hra typu nekonečný běh s dynamickou úpravou složitosti
Kočur, Jan ; Černý, Vojtěch (advisor) ; Kolek, Lukáš (referee)
Endless runner (ER) is a game genre where the player controls a constantly running character. The player's enjoyment is closely tied to the difficulty of the game, which makes it an interesting platform for dynamic difficulty adjustment (DDA). DDA is a way of balancing game's difficulty by the use of computer-aided adjusting methods. First, we have developed an endless runner type of game using Unity and utilizing client-server architecture. Second, we have implemented a DDA system using player modeling and genetic algorithms. We have tested the validity of our approach on live users. We were able to adjust the game difficulty to increase player enjoyment and reduce player death rates in levels. This approach can be used in a production environment to improve players' enjoyment of endless runner games.
Aplikace hierarchických grafových gramatik v procedurálním generování světů
Svoboda, Jakub ; Černý, Vojtěch (advisor) ; Dingle, Adam (referee)
Title: Application of hierarchical graph grammars in procedural 3D world gen- eration Author: Jakub Svoboda Abstract: Procedural content generation (PCG) is an often-used technique in video games. It allows us to generate large quantities and permutations of con- tent. A common problem in utilizing PCG in level design is that it is challenging to generate content close to what a human would create in overall quality and structure. One way of solving these problems is using graph grammars to rep- resent relations in the game world. Implementing a working graph generator using graph grammars and applying it to generate worlds is not very well docu- mented. This thesis will try to overcome this problem by implementing such a generator and extending it to use hierarchical graph grammars. The generator will be used to generate a 3D open world. The generator should be suitable for levels in other types of games. Keywords: procedural content generation, game development, hierarchical graphs, graph grammars, procedural level design
Simulator of the Computer Game Gwent
Smelík, Patrik ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
The goal of this project was to create a simulator for the card game Gwent: The Witcher Card Game in C#. The simulator can simulate games of a player against an AI and also games of two AIs against one another. With that, we can test the behavior of artificial intelligence in several different scenarios and with different card decks, which helps with its evaluation and comparison against other AIs. The main goals were easy card addition using an XML file, the implementation of artificial intelligence through an Interface and effective loading of cards into the program. In addition, the program implements a console user interface for easy player input and a game simulation with several options to create and edit the different scenarios, save them and later load them.
Design of onboarding for a cooperative video game
Holan, Jan ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
Tutorial missions are an essential part of video games. However, their significance is often not emphasized enough during development. This thesis presents a review of the literature related to tutorial design and combines information from the private sector and the academic sphere. The analysis outcome was organized into a clear set of rules. A tuto- rial mission for the cooperative game Silicomrades was designed based on these findings. Two distinct versions of the tutorial were created, centered on one of the conflicts iden- tified during the literature review - whether it is better to use Scaffolding (giving player necessary information right away) for a video game onboarding or Just in time approach (giving player information when he is unsure what to do). An experiment was conducted (n = 28) to identify differences between these two approaches. Participants of the expe- riments played one of the two versions, and then their performance was measured in the specialized mission. None of the experiment findings was of statistical significance, but the results indicated a superiority of the Scaffolding approach (based on the performance and subjective enjoyment). After the experiment, the tutorial mission was refined based on the feedback, and exciting directions for future studies were suggested. 1

National Repository of Grey Literature : 33 records found   previous11 - 20nextend  jump to record:
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15 Černý, Vladimír
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