National Repository of Grey Literature 132 records found  beginprevious59 - 68nextend  jump to record: Search took 0.00 seconds. 
UrhoRTS - Platform for Real-time Strategy Game Creation
Maděra, Karel ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
The development of Real-time strategy (RTS) games is a difficult process spanning many fields. The goal of this thesis is to create a platform to ease the development of 3D single player RTS games and to enable the use of C# language for plugin creation. Our platform enables users to create games as packages for the platform. Each package is defined by a single XML file, describing the contents of the package, which include 3D models, textures, animations, graphical user interface definitions and plugins. These plugins, created using the C# language, enable the game creator to create artificial intelligence for players, units, buildings and projectiles defined in the package. The platform also provides functions that can be used for creation of plugins. As a part of this thesis, we will create a showcase package to demonstrate the abilities of our platform.
Real-time strategy with an interface for artificial intelligence
Červinková, Kateřina ; Pilát, Martin (advisor) ; Gemrot, Jakub (referee)
This thesis focuses on a real-time strategy called Skillegy, which, in contrast to the majority of games of similar kind, uses only one type of unit. However, these units have certain abilities whose levels can increase depending on their actions or using upgrading in buildings. The game can be played by multiple players over network and it includes an interface for an artificial intelligence with example implementation that can be used instead of a human opponent. The game is created in the Unity engine with use of the C# language and the .NET Framework. 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
Navigation of Units in Video Games Using Flow Networks
Pacovský, Jan ; Gemrot, Jakub (advisor) ; Chrpa, Lukáš (referee)
This thesis investigates the navigation of units in real-time strategy computer games and is focused on the task of navigating a bigger group of units through a game world that contains narrows passages. The narrow passages causes signi- ficant delays that could be avoided by splitting the group and taking some part of it through an alternative way. In this thesis, a solution using flow networks is proposed. The map is transformed into a flow network which then allows the planner to find an alternative route to the fully occupied narrow passage. The proposed method was tested in a simulator specifically designed for this task and compared with the conventional methods of navigation in computer games. The final evaluation shows that the navigation of units using flow networks can successfully solve this problem. 1
Artificial Intelligence for Warlight Board Game
Palášek, Jan ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
This thesis implements an artificial player for this game. Part of this thesis is a simulator, possibility to play against an AI player and a possibility to play against another human in the form of a hotseat game (multiplayer game on one computer). A framework was designed in order to be used for future development and testing of AI in this game. 1
Using evolution algorithms for creating AI controllers for tank models
Šijanov, Denis ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
Title: Using genetic algorithms to create AI tank model controllers Author: Denis Šijanov Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: Genetic algorithm is a general procedure designed for solving equations that do not have an algorithm or a better way of solving them yet. In addition this process can be explained even by using simple examples, which makes it an interesting exercise for students of computer science. The students may encounter varying forms of publication of these algorithms such as videos or controlled simulations. These forms of presentation may help the subjects understand the basic principles of an algorithm, but they are not interactive. The students therefore can't apply their ideas and find out what impact on the algorithm they would have had. Details such as these are very important when trying to understand genetic algorithms. There are applications which solve user defined problems by using genetic algorithms. They demonstrate the usability of the algorithm, but they do not help the users understand the algorithm. The most efficient way to understand genetic algorithms in my opinion is to write one on your own. This is why I have decided to create an...
Grid-based Online Multiplayer Strategy Game
Fibich, Michal ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Grid-based Online Multiplayer Strategy Game Author: Michal Fibich Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: Playing a massively multi-player on-line real-time strategy game is connected with expectation of playing with other players close to your position in the game. Some games of this kind have a very long life cycle where the progress of each player is persistent. A match can take months, even years to finish. However, every match is very dependent on the amount of participants which is not always ideal. Different seasons of the year can cause massive drops in the amount of players. There have already been attempts to incorporate an artificial intelligence to these matches, but the goal was to provide a win condi- tion instead of fighting a decreasing player base. That is why we have started developing a framework which includes the basic mechanics of the game and al- lows customization of basic game elements such as units, resources, buildings or entire nations. Part of the framework is an artificial intelligence which is capable of playing games created using the framework along with players. The problem was to find a proper behaviour for the artificial intelligence that...
Security Game with Planning Agents
Ohman, Ľubomír ; Gemrot, Jakub (advisor) ; Hric, Jan (referee)
The goal of the thesis was to create an application for training security guards, containing a configurable artificial burglar. To fulfill these expectation, a 3D application was implemented, containing a 2D editor of security objects. In order to be able to implement the burglar, we analyzed his objectives and designed an algorithm capable of planning his actions and dealing with the multi- objective optimization. Finally, we compared the performance of our proposed solution to the state- of-the-art algorithm to prove that it solved the optimization more efficiently in our case.
Procedural Generation of Endless Runner Type of Video Games
Černý, Vojtěch ; Gemrot, Jakub (advisor) ; Pilát, Martin (referee)
Procedural content generation (PCG) is increasingly used to generate many aspects in a variety of games. AI players, both hand scripted or also generated (by AI methods), are used to evaluate this content. Comparatively little effort is invested in using PCG to generate the whole game, including its rules. In this thesis, we use evolutionary algorithms to generate the game rules, its content and the evaluating AI player on a narrow, but flourishing, genre of endless runners - games where the player is constantly running. For this purpose, we have implemented a framework for creating endless runner games. Our approach could provide more efficiency for game designers, explore completely new game concepts in endless runners, platformer games, and be further generalized to other game genres.
Artificial Intelligence for Children of the Galaxy Computer Game
Šmejkal, Pavel ; Gemrot, Jakub (advisor) ; Trunda, Otakar (referee)
Even though artificial intelligence (AI) agents are now able to solve many classical games, in the field of computer strategy games, the AI opponents still leave much to be desired. In this work we tackle a problem of combat in strategy video games by adapting existing search approaches: Portfolio greedy search (PGS) and Monte-Carlo tree search (MCTS). We also introduce an improved version of MCTS called MCTS considering hit points (MCTS_HP). These methods are evaluated in context of a recently released 4X strategy game Children of the Galaxy. We implement a combat simulator for the game and a benchmarking framework where various AI approaches can be compared. We show that for small to medium combat MCTS methods are superior to PGS. In all scenarios MCTS_HP is equal or better than regular MCTS due to its better search guidance. In smaller scenarios MCTS_HP with only 100 millisecond time limit outperforms regular MCTS with 2 second time limit. By combining fast greedy search for large combats and more precise MCTS_HP for smaller scenarios a universal AI player can be created.

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