National Repository of Grey Literature 94 records found  beginprevious21 - 30nextend  jump to record: Search took 0.01 seconds. 
Interpret and Debugging Environment for Prolog
Brunetto, Robert ; Hric, Jan (advisor) ; Surynek, Pavel (referee)
The main aim of this bachelor thesis is to implement interpreter of the language prolog with graphical debugger, which extends possibilities of classical text debugging, adds the ability to browse call stack easily, view the targets, which went through exit port and still have not been backtracked. This all displays and refreshes so the actual content of variables is always shown. Debugger and query run in separated threads, so the application always reacts. Query can be at any time stopped or suspended. Debugger is turned on when a query is suspended, so the call stack can be browsed. It is even possible to browse parts of call stack and exited goals while a query is running.
Methods of MCTS and the game Arimaa
Kozelek, Tomáš ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
Game of Arimaa is an artificially created strategic board game with the purpose to be difficult for computers. A vast majority of introduced computer engines for Arimaa are based on successful approaches from chess, namely the minimax algorithm with pruning and further extensions. In this thesis we have analyzed the applicability of the so called MCTS methods in the game of Arimaa. MCTS methods are a state-of-the-art approach to the computer Go with bright prospects in other strategic games as well. We have implemented a MCTS based Arimaa engine called Akimot and adapted the MCTS techniques for the Arimaa environment. We have experimented with various MCTS enhancements known from computer Go and identified which are prospective in our setup. Moreover, we have proposed several new enhancements on ourselves. Performance experiments show that our MCTS approach is comparable to an average engine.
PNS for the game Arimaa
Majerech, Ondřej ; Hric, Jan (advisor) ; Valla, Tomáš (referee)
The game of Arimaa is a strategic board game that has proved to be a challenge to computers. Not only because of its huge branching factor, but also thanks to the difficulty in creating a good evaluation function to be used with the Alpha-Beta algorithm. Proof-Number Search is an algorithm that does not depend on a heuristic evaluation function and it has been successfully applied to solving endgames of various other games. In this work, we adapt and implement the Proof-Number Search method for the game of Arimaa.
Structured problems for SAT
Klátil, Jan ; Hric, Jan (advisor) ; Kučera, Petr (referee)
Title: Structured problems for SAT Author: Jan Klátil Department: Department of Theoretical Computer Science and Mathematical Logic Supervisor: RNDr. Jan Hric, Department of Theoretical Computer Science and Mathematical Logic Abstract: Aim of this thesis is to implement generator of unstructured data of CSP model RB in format XCSP and several other generators of structured data in formats XCSP and DIMACS, which are based on problems of placing N-Queens, finding Hamiltonian cycle and dividing set of integers into two distinct subsets with equal sum. We compare generated data in both XCSP and DIMACS format based on same problem by comparing time spent by SAT solver RSAT solving this data. Both forced satisfiable and unsatisfiable data and joined unstructured a structured data in XCSP format were compared in this thesis. Keywords: structured problems, SAT 1
Domain Specific Languages in Functional Programming
Rapavá, Jana ; Hric, Jan (advisor) ; Pilát, Martin (referee)
In Artificial Intelligence, especially in area of constraint programming, it's popular to design various modeling languages which allow solving problems on domain level and by using domain specific abstractions. Techniques known from research on Domain-Specific Languages are often useful in this effort. Functional programming languages offer new tools for designing such languages, particularly Domain-Specific Embedded Languages. This work investigates the advantages and disadvantages of using functional programming for designing and implementing a Domain-Specific Embedded Language for state space search problems.
Walks in time-dymanic graph model
Beliš, Marek ; Pangrác, Ondřej (advisor) ; Hric, Jan (referee)
Orienteering with moving control points can be represented as a graph model with ranked vertices and oriented edges. The rank of vertex depends on the actual time. Searching for the most optimised walk through this graph is NP-complete problem which can be in real-time solved only with limiting conditions and using of heuristics. SMIK solver software provides implemented heuristics for searching the best walk in several ways. In the thesis we can find description of the problem and algorithms, programming documentation with description of used methods and comparation of results to the real competition. Powered by TCPDF (www.tcpdf.org)
Small games - gobblet - draw strategy
Bureš, Filip ; Majerech, Vladan (advisor) ; Hric, Jan (referee)
Title: Small games - gobblet - draw strategy Author: Bc. Filip Bureš Department: Department of Theoretical Computer Science and Mathematical Logic Supervisor: Mgr. Vladan Majerech, Dr., KTIML Abstract: This diploma thesis focuses on finding a draw strategy in the game "Gobblet" and on finding the proof that the game can be a guaranteed draw. "Gobblet" is a non-cooperative board game for two players with perfect information and zero-sum. The thesis provides the description of algorithms used for finding the proof of the guaranteed draw. The proof was made on a simplified variety of the game (limited to two types of playing pieces only). For this variety of the game, a draw strategy was found; this strategy was confirmed by the means of the above mentioned algorithms. Then, a more complicated variety of the game was tested (limited to three types of playing pieces). For this variety, the proof of the guaranteed draw was not possible to find. The non-success was due to the number of positions the game provides. The proof would not have been possible to make in a reasonable time span. The comprehensive variety of the game (four playing pieces) was not tested for the proof. The thesis merely outlines the method which should be used for finding the draw strategy. Keywords: gobblet, draw, strategy
Using Machine Learning Techniques to Analyze and Recognize Complex Patterns of Student E-Discussions
Mikšátko, Jan ; McLaren, Bruce M. (advisor) ; Hric, Jan (referee)
Visual e-discussion is a form of debate in that contributions are written into graphical shapes and linked to one another according to their relationship. In order to moderate several simultaneous e-discussions effectively, it is important to point teachers to interesting clusters of contributions. We designed an algorithm that uses inexact graph matching along with text analysis and machine learning classifiers for searching for such patterns based on a provided example. The method was evaluated on a dataset of real discussion and demonstrated promising initial results.
Go on Small Boards
Čížek, Pavel ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
In presented work we study applicability of the heuristics used in computer analysis of the chess (to be specific we will consider transposition tables, killer moves, history heuristics and counter-moves) for the valuation of the position in the go. In the first part will try to deal with problems which arises, because rules and behaviour of the chess and go are really different in some ways. Obtained heuristics had been implemented and at the end we will try to evaluate their efficiency and mutual (in)dependence experimentally using this program to solve some simple positions.
Domain Specific Languages
Caithaml, Tomáš ; Hric, Jan (advisor) ; Surynek, Pavel (referee)
Domain speci c languages (DSL) are languages designed for one particular area. Their syntax and basic primitives are carefully chosen to t the class of problems they are meant to solve. Because of this specialisation, programs written using DSL are usually more concise and coherent than their counterparts written in common programming languages. There is a very e ective way to implement DSL { to de ne them inside a fulledged language. This leads to so called domain speci c embedded languages (DSEL). Purpose of this thesis is to investigate techniques used in implementation of DSEL and to analyse connection between features of host and embedded language. We focus on statically typed functional languages as host languages. We have choosen Haskell as an implementation language.

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