National Repository of Grey Literature 132 records found  beginprevious21 - 30nextend  jump to record: Search took 0.00 seconds. 
NetHack Bot Framework
Krajíček, Jan ; Gemrot, Jakub (advisor) ; Mráz, František (referee)
Previous attempts at implementing bots for the classic roguelike game NetHack have been hindered by many problems related to its complexity and console-based interface. The framework implemented as part of this work solves the problem of interfacing with the game and provides a programmer-friendly API for the Java and Clojure programming languages. It enables programming sophisticated bots using the provided model of the game world, a library of possible actions and utilities for various aspects of the game. The framework uses elements of functional and logic programming and doesn't require modifications of the game. Also described is an implementation of the first NetHack bot capable of winning the game. Powered by TCPDF (www.tcpdf.org)
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)
Role of communication in team-oriented FPS games
Tuma, Vojtěch ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Communicaton in computer games is used to coordinate a team strategy and for sharing knowledge. The role of communication was examined in this thesis by creating several teams of bots for CTF mode of the Unreal Tournament 2004 computer game. As a base for implementation served the Pogamut platform and an existing deathmatch bot adjusted for CTF mode. For comparison three teams were made: the first was without any communication, the second used knowledge sharing and the third team - apart from knowledge sharing - used active communication for group movement. After several comparing experiments a conclusion was made that the team without communication is not worse than teams using communication. The difference is small and may have been affected during experiments or by specific implementation in this thesis. 1
Sorcerer's Struggle
Tóth, Gergely ; Gemrot, Jakub (advisor) ; Ježek, Pavel (referee)
This thesis deals with the design and implementation of a multiplayer run and gun game, which can be run on Windows, Linux and MacOS platforms. The thesis contains discussions about the gaming platforms and the most important components of the application and of a suitable world editor. Furthermore, the problems of map smoothing and dynamic image synchronization are explored and the last part addresses the design and functionalities of a matchmaking server. The result of the thesis is a two-dimensional game, with a complementing world editor and server. 1
Coordination of multiple virtual agents in team-based computer games
Kolombo, Martin ; Gemrot, Jakub (advisor) ; Kadlec, Rudolf (referee)
Práce se zabývá problémem efektivní koordinace týmu virtuálních agent· v počí- tačových hrách. Hlavním cílem bylo navrhnou obecnou architektru pro práci s informacemi o virtuálním prostředí, která poskytuje programátorovi dobrý přístup k týmovým znalostem o virtuálním prostředí. Zvolená architektura neklade na programátora žádné požadavky ohledně implementace týmu agent· a nezávisí na žádném konkrétním virtuálním prostředí. Architektura je založena na přirozeném rozdělení dat podle jejich schopnosti se měnit v pr·běhu simulace a podle jejich subjektivity. Tato distribuce dat přirozeně vytváří sdílené znalosti týmu a programátorovi tak umožní založit rozhodování agent· na znalostech celého týmu namísto pouze jediného agenta. Architekturu jsme implemento- vali do systému Pogamut, ve kterém jsme provedli validaci zpětné kompati- bility. Vzheldem k nekompatibilitě formátu dat exportovaných součástí Poga- mutu, který jsme objevili v poslední fázi validace jsme provedli validaci pouze částečnou. Úpravu platformy Pogamut a následnou implementaci týmu agent· využívajícího naši architekturu plánujeme jako pokračování práce. 1
Study and comparison of main kinds of evolutionary algorithms
Štefan, Martin ; Holeňa, Martin (advisor) ; Gemrot, Jakub (referee)
Evolutionary algorithms belongs among the youngest and the most progressive methods of solving difficult optimization tasks. They received huge popularity mainly due to good experimental results in optimization, a simplicity of the implementation and a high modularity, which is an ability to be modified for different problems. Among the most frequently used Evolutionary algorithms belongs Genetic Algorithm, Differential Evolution and Evolutionary Strategy. It is able to apply these algorithms and theirs variants to both continuous, discrete and mixed optimization tasks. A subject of this theses is to compare three main types of algorithms on the catalyst optimization task with mixed variables, linear constraints and experimentally evaluated fitness function.
Comparing reactive techniques to classical planning for intelligent virtual agents
Černý, Martin ; Gemrot, Jakub (advisor) ; Balyo, Tomáš (referee)
Many contemporary computer games can be described as dynamic real-time simulations inhabited by autonomous intelligent virtual agents (IVAs) where most of the environment structure is immutable and navigating through the environment is one of the most common activities. Though controlling the behaviour of such agents seems perfectly suited for action planning techniques, planning is not widely adopted in existing games. This paper attempts to answer the question whether the current academic planning technology is ready for integration to existing games and under which conditions. The paper compares reactive techniques to classical planning in handling the action selection problem for IVAs in game-like environments. Several existing classical planners that occupied top positions in the International Planning Competition were connected to the virtual environment of Unreal Development Kit via the Pogamut platform. Performance of IVAs employing those planners and IVAs with reactive architecture was measured on a class of game like test environments under different levels of external interference. It was shown that agents employing classical planning outperform reactive agents only if the size of the planning problem is small or if the environment changes are either hostile to the agent or not very frequent.
Multi-platform Multiplayer RPG Game
Do Manh, Tuan ; Gemrot, Jakub (advisor) ; Ježek, Pavel (referee)
Title: Multi-platform Multiplayer RPG Game A multi-platform game, which would be able to run on various devices with Windows 8.1 and Windows Phone 8.1 systems, was created in this work. It was supposed to be a universal game client executable on desktop PCs, notebooks, tablets or mobile phones. The game was supposed to be role-playing game (RPG) with focus on turn-based action combat. In this work, a 3D scene renderer was written which supports rendering simple scenes with objects and animated characters. A cross-device communication library based on bluetooth technology was implemented in this project as well. This communication library allows two game clients running on two different types of devices to communicate with each other. Then a server-client communication library was created. This library was then used to implement a game server which offers online gaming feature.
Information system for event organising
Uhlík, Sebastian ; Pergel, Martin (advisor) ; Gemrot, Jakub (referee)
Owning a web page is a neccessity for the youth organizations. This thesis is a tool created to simplify the creation of such a page. It contains advanced functionality which enables its user to build a modern web page without the programming knowledge neccessary. From implementation point of view, it is a middleware with REST-like architecture, writen in C# language, utilizing the ASP.NET Core and Entity Framework Core. It offers a database with complex entity relations, example frontend, automatically generated PHP library and a documentation describing usage of each endpoint using a PHP function. The thesis focuses on those aspects of the web page development that lead to its simplification.
Performance-wise Implementation of Behavior Trees for Unity
Berný, Jiří ; Gemrot, Jakub (advisor) ; Ježek, Pavel (referee)
We present Bursted Behavior Trees (BBT) for Unity, which makes use of Unity's Job system, Burst compiler, and is complemented with a node-based visual editor. BBT is currently the only behavior tree solution for Unity capable of execution on Unity worker threads while being Burst compiler compatible and featuring a node-based visual editor. A user can easily create not only custom leaf nodes (sensors and actions) but also inner nodes (composites and decorators) implementing custom behavior selection strategies. We discuss technical challenges implementing such a solution and compare its core features and performance with two popular behavior tree Unity assets. We show that BBT allows for the execution of more trees per frame while being more extendable than its selected competitors. 1

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