National Repository of Grey Literature 170 records found  beginprevious86 - 95nextend  jump to record: Search took 0.00 seconds. 
Procedural 2D Map Generation for Computer Games
Nepožitek, Ondřej ; Gemrot, Jakub (advisor) ; Holan, Tomáš (referee)
In some video games, levels are procedurally generated to increase game's replayability. However, such levels may often feel too random, unbalanced and lacking an overall structure. Ma et al. (2014) proposed an algorithm to solve this problem. Their method takes a set of user-defined building blocks as an input and produces layouts that all follow the structure of a specified level connectivity graph. The algorithm is based on two main concepts. The first one is that the input graph is decomposed into smaller chains and these are laid out one at a time. The second one is that configuration spaces are used to define valid relative positions of building blocks. In this thesis, we present an implementation of this method in a context of 2D tile-based maps. We enhance the algorithm with several new features, one of them being a mode to quickly add short corridors between neighbouring rooms. We also propose speed improvements, including a smarter decomposition of the input graph and tweaks of the stochastic method that is used to lay out individual chains. The resulting algorithm is able to quickly produce diverse layouts, which is demonstrated on a variety of input graphs and building blocks sets. Benchmarks of our algorithm show that it can achieve up to two orders of magnitude speedup compared to the original...
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.
Football - AI competition environment
Páll, Juraj Eduard ; Holan, Tomáš (advisor) ; Gemrot, Jakub (referee)
Competitions in the development of artificial intelligence are one of the favo- rite forms of programming competitions. Football, as the most popular sports game, presents an interesting challenge for the development of artificial intelli- gence. Therefore, we have decided to create an environement for competition in the development of artificial intelligence for simplified football. The environment consists of a web application, a simulation server, applications for local simula- tion of matches and sample artificial intelligences based on finite state machines. The application, that contains the code of artificial intelligence, runs at the user and communicates with the simulation server. The user can program this applica- tion by himself in any programming language, or can use prepared projects, that already have the communication with the server implemented. Applications for local simulation are suitable for quick testing of artificial intelligences during their development and for creating artificial intelligences based on machine learning. 1
Automated Generation of Realistic Terrain Using Machine Learning Techniques
Střelský, Jakub ; Surynek, Pavel (advisor) ; Holan, Tomáš (referee)
Title: Automated Generation of Realistic Terrain Using Machine Learning Tech- niques Author: Jakub Střelský Department: Department of Theoretical Computer Science and Mathematical Logic Supervisor: RNDr. Pavel Surynek, Ph.D., Department of Theoretical Computer Science and Mathematical Logic Abstract: Artificial terrain is important component of computer games, simulati- ons and films. Manual terrain creation can be arduous process, hence automa- tization of this process would be convenient in many cases. Thanks to current advances in employing artifical neural networks on various generative tasks, the possibility of generating terrain using artificial neural networks should be investi- gated. We will focus on Generative Adversarial Networks as it is one of the most successful content generation method, and we will adjust this method to the task of artificial terrain generation. Resulting model is capable of generating realistic terrain based on raster sketch given by user and allows interactive modelling. Disadvantage of the model is it's requirement of a lot of training data. However, thanks to global elevation datasets providing us with more than enough training data, the model could be useful in certain applications. Keywords: procedural generation, terrain, neural networks, deep learning 1
Adaptation of behavior of non-dying agents
Satmári, István ; Trunda, Otakar (advisor) ; Holan, Tomáš (referee)
The task of the bachelor thesis is to design and implement an application allowing a simulation of simple non-dying agents on a two-dimensional space. The agents are controlled by their own algorithm and their behavior is adaptive. The application's aim is flexibility and it allows a user to model a great amount of situations. Another part of the task was to conduct a few tests with the application and to describe the results.
Deep neural networks and their application for image data processing
Golovizin, Andrey ; Mrázová, Iveta (advisor) ; Holan, Tomáš (referee)
In the area of image recognition, the so-called deep neural networks belong to the most promising models these days. They often achieve considerably better results than traditional techniques even without the necessity of any excessive task-oriented preprocessing. This thesis is devoted to the study and analysis of three basic variants of deep neural networks-namely the neocognitron, convolutional neural networks, and deep belief networks. Based on extensive testing of the described models on the standard task of handwritten digit recognition, the convolutional neural networks seem to be most suitable for the recognition of general image data. Therefore, we have used them also to classify images from two very large data sets-CIFAR-10 and ImageNet. In order to optimize the architecture of the applied networks, we have proposed a new pruning algorithm based on the Principal Component Analysis. Powered by TCPDF (www.tcpdf.org)
6 who loses! game - AI server
Hruška, Michal ; Holan, Tomáš (advisor) ; Peška, Ladislav (referee)
This bachelor thesis deals with the implementation of a web server for playing the card game 6 who loses! The game can be played against other people over the internet or against a computer. Part of the thesis is also the design of a language for the creation of an artificial intelligence. Using the designed language, everybody can create their own algorithm. The algorithm can be used in the game or tested by a simulation, which is part of the implementation. The server includes an artificial intelligence created in this language by using the evolutionary algorithm. Powered by TCPDF (www.tcpdf.org)
Alhambra
Klůj, Jan ; Holan, Tomáš (advisor) ; Mráz, František (referee)
Title: Alhambra Author: Jan Klůj Department: Department of Software and Computer Science Education Supervisor: RNDr. Tomáš Holan, Ph.D., Department of Software and Computer Science Education Abstract: The bachelor thesis deals with the implementation of the board game Alhambra. Besides of the implementation of the game rules, program includes also a graphical user interface. The game can be played by two to six players who take turns at one computer. Further we deal with an artificial intelligence, against which we can play. Decision logic of the artificial intelligence is made by using the evolution algorithm and machine learning. Keywords: Alhambra, game, artificial intelligence, evolution algorithm
Electrical Circuit Simulator
Dušek, Dominik ; Ježek, Pavel (advisor) ; Holan, Tomáš (referee)
The goals of this work were to create an extendable library for electrical circuit simulation and a simple editor for interactive electrical circuit forming.The library was written in C++ language. It uses following methods. Trapezoidal method for solving ordinary differential equations for simulation time-dependable electrical elements.Newton method for solving nonlinear equations for simulation of electrical elements with nonlinear Volt-Ampere characteristics. Modified nodal analysis is used for circuit equation formulation, and modified Gaussian elimination for solving linear equations ergo for solution of modified nodal analysis.Editor was written in C# language. The editor is graphic interface which allows to user forming electrical circuits in diagram representation. The editor also allows simulating electrical circuits via mentioned above library and generating time-vol tage graphs of circuit, from data gained by simulation. In the editor and in the library are implemented these electrical elements: independent voltage sources, independent current sources, ideal resistors, ideal capacitors and ideal inductors.

National Repository of Grey Literature : 170 records found   beginprevious86 - 95nextend  jump to record:
Interested in being notified about new results for this query?
Subscribe to the RSS feed.