National Repository of Grey Literature 132 records found  previous11 - 20nextend  jump to record: Search took 0.01 seconds. 
Triplanetary
Huječek, Adam ; Cibulka, Josef (advisor) ; Gemrot, Jakub (referee)
The main purpose of this work is to bring the almost forgotten turn-based board game Triplanetary from the 70s and the beginning of the 80s of the last century to the screens of today's computers. The program allows multiple players to play on one computer in the so called hotseat mode two of the several scenarios available in the original game - racing Grand Tour with the option to play with computer controlled opponents and battle Nova for three players. However thanks to the suitable design it is easy to implement the rest of scenarios or of course add completely new ones provided the user has the knowledge of JAVA which the game is programmed in. Another advantage is the option to save and exit the game at any time and return to it later.
Utilizing artificial neural networks to accelerate evolutionary algorithms
Wimberský, Antonín ; Holeňa, Martin (advisor) ; Gemrot, Jakub (referee)
In the present work, we study possibilities of using artificial neural networks for accelerating of evolutionary algorithms. Improving consists in decreasing in number of calls to the fitness function, the evaluation of which is in some kinds of optimization problems very time- consuming and expensive. We use neural network as a regression model, which serves for fitness estimation in a run of evolutionary algorithm. Together with the regression model, we work also with the real fitness function, which we use for re-evaluation of individuals that are selecting according to a beforehand chosen strategy. These individuals re-evaluated by the real fitness function are used for improving the regression model. Because a significant number of individuals are evaluated only with the regression model, the number of calls to the real fitness function, that is needed for finding of a good solution of the optimization problem, is substantially reduced.
IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004
Macháč, Bohuslav ; Gemrot, Jakub (advisor) ; Mráz, František (referee)
Title: IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004 Author: Bohuslav Macháč Department / Institute: Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: PogamutUT2004 is an extension of the Pogamut platform designed for developing intelligent virtual agents (IVAs) in Unreal Tournament 2004. Navigation of IVAs in Pogamut is handled by a navigation system, which uses a navigation graph as an environment abstraction. Navigation mesh is a new, more advanced abstraction, but the existing navigation system is not capable of using its advantages. We created a new navigation system, which exploits advantages of the navigation mesh and solves several other issues of the old one. We show that the new navigation system improves the quality of navigation. To demonstrate the quality improvement, an evaluation framework was created for the comparison of navigation systems. Systems were compared in terms of total number of significant paths on the map, which the system is able to follow, length of the path and time of the navigation. We selected 18 different maps for thorough evaluation and we performed the basic evaluation on 58 other maps. The new system is more...
Controlling Virtual People
Gemrot, Jakub ; Brom, Cyril (advisor) ; Dignum, Frank (referee) ; Holeňa, Martin (referee)
Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable...
Using artificial neural networks to control genetic algorithms
Dörfler, Martin ; Holeňa, Martin (advisor) ; Gemrot, Jakub (referee)
Genetic algorithms are some of the most flexible among optimization methods. Because of their low requirements on input data, they are able to solve a wide array of problems. The flexibility is balanced by their lower effectiveness. When compared to more specialized methods, their results are inferior. This thesis examines the possibility of increasing their effectiveness by means of controlling their run by an artificial neural network. Presented inside are means of controlling a run of a genetic algorithm by a self-organizing map. The thesis contains an algorithm proposal, a prototype implementation of such algorithm and a series of tests to assess its efficiency. While the results on benchmark functions show some positive properties, the problems of greater complexity yield less optimistic results.
Modern regression methods in data mining
Kopal, Vojtěch ; Holeňa, Martin (advisor) ; Gemrot, Jakub (referee)
The thesis compares several non-linear regression methods on synthetic data sets gen- erated using standard benchmarks for a continuous black-box optimization. For that com- parison, we have chosen the following regression methods: radial basis function networks, Gaussian processes, support vector regression and random forests. We have also included polynomial regression which we use to explain the basic principles of regression. The com- parison of these methods is discussed in the context of black-box optimization problems where the selected methods can be applied as surrogate models. The methods are evalu- ated based on their mean-squared error and on the Kendall's rank correlation coefficient between the ordering of function values according to the model and according to the function used to generate the data. 1
Platform for spatial navigation research in virtual reality
Galajda, Martin ; Bída, Michal (advisor) ; Gemrot, Jakub (referee)
The Department of Neurophysiology of the Memory of the Academy of Sciences of the Czech Republic (UAV) has for several years been researching experiments to monitor the impact of various stages of Alzheimer's disease on patients' cognitive abilities. For this purpose, SpaNav was developed almost 9 years ago in cooperation of the UAV with the MFF UK. The system currently hits its technical limits given by possibilities of the time when it was created. The aim of this work is to introduce a new system that will remove the limits of the original system and allow research to continue. Powered by TCPDF (www.tcpdf.org)
Artificial Intelligence for modern card games
Vejmola, Jiří ; Sýkora, Ondřej (advisor) ; Gemrot, Jakub (referee)
In this work we study the ways of implementing arti cial intelligence for modern card games. We strive to create various players, to put them into matches against each other. By doing so we can verify the efficiency of employed methods, such as simulation, random approach, opponent modeling, xed strategy, etc. We would also like to nd out what influence do other game elements have on the progress of the game and the performance of individual players. The game used in the thesis is based on Magic: The Gathering's rules for two players, speci cally on Magic 2010 Core Set, which revised certain parts of the game. These rules are then modi ed or simpli ed when necessary for implementing game mechanics on a computer. Decks of cards used in testing are based on the existing ones.
Koordinace chování virtuálních lidí
Gemrot, Jakub ; Brom, Cyril (advisor) ; Neruda, Roman (referee)
This thesis is about specific approach to the behavior coordination of multiple embodied virtual agents. Agents may act for themselves or be controlled directly by bodiless coordination agents. This kind of approach is designed for the area of interactive storytelling, where the actor agents are viewed as a string puppets that are controlled by the abstract director. The control mechanism is based upon the BDI architecture and the AgentSpeak(L) language that is extended with template plans and new plan execution mechanism that allows the directing of other actor agents.
Moderní evoluční algoritmy pro hledání oblastí s vysokou fitness
Káldy, Martin ; Holeňa, Martin (advisor) ; Gemrot, Jakub (referee)
Evolutionary algorithms are optimization techniques inspired by the actual evolution of biological species. They use conceptually simple process of two repeating phases of reproduction and fitness-based selection, that iteratively evolves each time better solutions. Evolutionary algorithms receive a lot of attention for being able to solve very hard optimization problems, where other optimization techniques might fail due to existence of many local optima. Wide range of different variants of evolutionary algorithms have been proposed. In this thesis, we will focus on the area of Estimation of Distribution Algorithms (EDA). When creating the next generation, EDAs transform the selected high-fitness population into a probability distribution. New generation is obtained by sampling the estimated distribution. We will design and and implement combinations of existing EDAs that will operate in business-specific environment, that can be characterized as tree-like structure of both discrete and continuous variables. Also, additional linear inequality constraints are specified to applicable solutions. Implemented application communicates with provided interfaces, retrieving the problem model specification and storing populations into database. Database is used to assign externally computed fitness values from...

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