National Repository of Grey Literature 132 records found  beginprevious83 - 92nextend  jump to record: Search took 0.01 seconds. 
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)
Hearthstone simulator
Strupek, Martin ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Hearthstone simulator Author: Martin Strupek Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: The goal of this work was creation of a Hearthstone simulator in C# which would open possibilities for analyzing quality of decks and tactics with the use of artificial intelligence as well as easy implementation of new cards and game rules. Our simulator implements mechanics and cards of the base set. It also implements three heroes including their base cards and special ability. The simulator is capable of effectively simulating large amount of games played by two artificial intelligence programs against each other. It also allows the user to test game mechanics and behaviour of his artificial intelligence in a graphically visualised environment. There are two artificial intelligences, which are capable of playing and winning the game, already implemented for demonstration purposes. The simulator supports implementation of all remaining mechanics. It also enables easy creation and implementation of custom mechanics and cards and their testing, which makes it possible to create better artificial intelligence, decks and cards and their optimisation. Analysis of the speed of our simulator has shown...
Framework for Roguelike Video Games Development
İzgi, Erdi ; Gemrot, Jakub (advisor) ; Černý, Martin (referee)
While the video game development industry has had big success and increases in the amount of competition, using new tools which accelerate and improve the process is inevitable. Especially, domain-specific tools prevent game developers from performing unnecessary effort by providing reusable com- ponents. Partial automatization of the games that fall under the same game genre significantly decreases the development time. In this thesis, we propose an exten- sible framework architecture for roguelike video games development with a visual node-based user interface which is also artist and designer-friendly. The archi- tecture aims to provide a faster game development process by wrapping common patterns in the roguelike games into simple node representations.
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...
Extension of Machinations Framework
Guth, Robert ; Gemrot, Jakub (advisor) ; Fink, Jiří (referee)
Framework Machinations is a tool for representing board games mechanics and mechanics of some computer games. Its main purpose is to allow game designers to test and tune the game's parameters before games release. However, current framework is not able to create models of some game mechanics and by that, it forces its users to simplify their models. The aim of this work is to extend framework machinations into a tool capable of simulating board game mechanics without having to simplify them. Thesis includes a program for working with an extended framework and a case study detailing the implementation of the Stone Age game in the extended framework.
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 the selection of a game engine, based on the advantages and disadvantages from the game's viewpoint. Furthermore, the design of a world editor, the problem of serialization and a solution for dynamic image synchro- nizing is discussed. The result of the work is a two-dimensional game, with a complementing world editor.
RacingCarSim
Homa, Martin ; Gemrot, Jakub (advisor) ; Krijt, Filip (referee)
Driving is one of the favorite activities of not just men since the invention of automobiles. A dose of fun and adrenaline is connected to driving, which can be seen among car enthusiasts every day. These people oftentimes want to know what is behind the car movement itself. The aim of this work is to appeal to this type of people, giving them answers to their questions in an entertaining way. An application has been created to fulfil this intention, which, based on an advanced physical model, allows its user to simulate driving an automobile in various environments, observe its behavior and the physical variables which are affecting it. The main focus is allowing for a great amount of configurability, which is why the user can define the car himself, as well as modify the environment. If he chooses to, he might also be interested in one more question. What is the maximum speed the car can be driven at? The answer is also included in the application, as it implements an artificial player. This player is trying to learn to drive at a user-defined racetrack at the highest speeds possible, while the learning process and its individual components are also configurable. However, learning is highly dependent on its parameters and the representation of the environment, thus achieving the desired result is non-trivial.
Tau Ceti f 2 - A Creative Computer Game with Strategic Elements
Halbich, Pavel ; Ježek, Pavel (advisor) ; Gemrot, Jakub (referee)
Many computer game players like building games. Minecraft and Space Engi- neers are probably some of the most popular, to name just a few. In these games, the player builds buildings and structures using blocks of a fixed size. We find it unnecessarily limiting and therefore we come with a new concept, not used in current games - building from dynamically scalable blocks. The goal is to make player's experience more enjoyable and to speed up the construction of extensive buildings. Since the player can create a lot of new blocks, we are also dealing with automated inventory block management so the player does not waste time searching for most suitable blocks to build. These game mechanics have been implemented in the newly created game called TauCetiF2. To develop our game, we chose Unreal Engine, thus we could use speed of C++ and also friendliness of a Blueprint technology. Through a sophisticated combination of these approaches we have achieved a fast and effective development of the game. We received po- sitive feedback from players on these mechanics from the questionnaire that was created to verify proper understanding and fun of the game. The expected benefit of this work has been achieved and we have gained new insights into how these mechanics could be improved. 1
Hearthstone simulator
Strupek, Martin ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Hearthstone simulator Author: Martin Strupek Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: The goal of this work was creation of a Hearthstone simulator in C# which would open possibilities for analyzing quality of decks and tactics with the use of artificial intelligence as well as easy implementation of new cards and game rules. Our simulator implements mechanics and cards of the base set. It also implements three heroes, (hero represents certain card set and a special ability), including their base cards and special ability. Simulator is capable of effectively simulating large amount of games played by two artificial intelligencies against each other. It also allows the user to test game mechanics and behaviour of his artificial intelligence in a graphically visualised environment. There are two artificial intelligencies, which are capable of playing and winning the game, already implemented for demonstration purposes. Simulator supports implementation of all remaining mechanics. It also enables easy creation and implementation of custom mechanics and cards and their testing, which makes it possible to create better artificial intelligencies, decks and cards and their optimisation....
Framework pro tvorbu her typu tower defense
Čižmárik, Andrej ; Gemrot, Jakub (advisor) ; Holan, Tomáš (referee)
Tower Defense is a popular subgenre or real-time strategy, where the player guards an object by building defending towers against raiding enemy units. Current Tower Defense games have, however, closed source code which completely prevents any possibility to extend these games or study their code. Due to this fact the aim of this thesis is to develop a multi-platform framework for development of Tower Defense games together with an illustrative example game created using the framework. Framework supports game objects: towers, units and interactions between them - all scriptable in scripting language LUA. Framework also supports textures, animations, sound effects and game maps created using an available graphical editor. User interface is designed using declarative language XAML. In the result we fulfilled the aim of the thesis - using the created framework users can develop Tower Defense games for platforms Windows and Android.

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