National Repository of Grey Literature 94 records found  beginprevious85 - 94  jump to record: Search took 0.01 seconds. 
Reactive Programming with Events
Petříček, Tomáš ; Hric, Jan (referee) ; Syme, Don (advisor)
The reactive programming model is largely different to what we're used to as we don't have a full control over the application's control flow. As a result, reactive applications need to be structured differently and need to be written using different patterns. We build an easier way for developing reactive applications. Our work integrates declarative and imperative approach to reactive programming and uses the notion of event as the unifying concept. We discuss the problem of memory management in this scenario and develop a technique for collecting not only events that are not reachable, but also events that cannot trigger any action. Next, we present a language extension that makes it possible to wait for occurrences of events that match some defined pattern. The extension isn't bound to the reactive programming model and can be used for concurrent and parallel programming scenarios as well. Finally, we develop a reactive programming library that builds on top of the ideas discussed earlier and we present semantics of the library to enable formal reasoning about reactive programs.
An Environment for the game Atari-go
Starý, Tomáš ; Majerech, Vladan (referee) ; Hric, Jan (advisor)
These days Go game and its simpler variant game Atari Go means a major challenge for Computer Science and Artificial Intelligence (AI). The Go game represents yet unresolved question in the programming of Artificial Intelligence that would have been in the game stronger than man. This Bachelor Thesis aims to create a computer environment to play Atari Go on small boards in dimension to 9 x 9 intersections. The objective of this program is to introduce users to Atari Go game and teach them how to play this game. Another aim of this program is to motivate users to switch from Atari Go game to a more difficult variant Go game. The target group of users are those users who have not played this game, but they want to learn the joy of Atari Go. Program will serve equally well to users who have tried Atari Go game and would like to get practice in the game or find out more information about the Go game.
Government simulation game
Dekánek, Matúš ; Hric, Jan (referee) ; Zajíček, Ondřej (advisor)
The aim of this work is to design and implement a model of state`s economy and to use it in a game. The virtual world contains centers of production, which can be full of various productions. These buy raw materials and sell their products earning a profit. The model is designed to be very flexible and allows broad setting possibilities. A player should be able to gain profit and major market share trough proper investments and adjusting parameters of his production capacities. There is also a simple computer opponent in the game, to compete with for the market share. The game has GUI, the model as such is independent on the user interface. The program was implemented using a multi-platform open-source library wxWidgets for c++, it can therefore run both on linux and Windows OS.
Effective Algorithms for Verifying Goals in Computer Games
Suda, Martin ; Hric, Jan (advisor)
In the present work we study non-uniform methods for searching game trees of two player games with perfect information. Particularly the non-uniformity based on threats as realized in lambda search and dual-lambda search algorithms is investigated. Threats, de ned as such attack moves that if followed by a pass from the defender result in his certain loss, allow for a reduction of the search space while guaranteeing correctness at the same time. The work then describes a new method for construction of so called relevancy zones, a list of moves or places on the game desk that can only have in uence on the result of the problem in question. Using these zones it is possible to speed up the mentioned algorithms considerably. In the work there are also described three games, AtariGo, Hex and Go-Moku, and their appropriateness with respect to the studied methods is analyzed. Part of the work is also an implementation of the methods for these games using known techniques (transposition tables, history heuristic).
Domain Specific Languages
Caithaml, Tomáš ; Surynek, Pavel (referee) ; Hric, Jan (advisor)
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.
Applications of Patterns in Game Go
Hamplová, Romana ; Hric, Jan (advisor) ; Majerech, Vladan (referee)
This work implements a solver for tactical goals in the game of Go (for example capturing stones, connecting groups). The solver is based on recognizing the shapes of stones on the desk and choosing the moves from prede ned patterns and the follow-up moves. The main part of this work features analysis and proposal of convenient representation of patterns which follow typical situations in the game and their solving considering both the attacker and the defender. User interface of the program allows execution of the solver including selection of the type of the tactical goal, creating new patterns and editing the whole database of patterns. The work also contains a precreated pattern database.
Prostředí pro vytváření umělých hráčů Texas Hold'em pokru
Müller, Pavol ; Majerech, Vladan (advisor) ; Hric, Jan (referee)
Hold 'em poker, a card game with incomplete, sometimes even misleading information, is probably going to be mastered by computer programs within a few years. This might be a big issue for the on-line poker gaming industry. In some variations of the Texas hold 'em poker it is already happening. This thesis explores a possibility of creating an automated no-limit tournament player for the less explored and the hardest variation of Texas hold 'em poker from a computer player point of view. Tools and methodology which allows universal and simple automated data extraction from on-line casinos based on optical recognition are going to be created. Automated operations in these casinos and environment for poker intelligence implementation will be included as well. An artificial poker player capable of playing in two casinos will be implemented in this environment to demonstrate its strength and usability. Known poker strategies and ideas are going to be introduced from the point of view of poker robot implementation. At the end, the automated poker player will be confronted in real situations and questions regarding misuse of automated poker players in on-line casinos based on gained experiences and results are going to be answered.
Automated Theorem Proving using the Tableaux method
Jakubův, Jan ; Štěpánek, Petr (advisor) ; Hric, Jan (referee)
In this paper we are studying the Tableaux Calculus a related methods. We adopt basic notions and present the tableaux calculus for the First-Order Logic. Then we present the Beckert and Possega [5] prover. We extend this prover with speed-up technique and compare the results with the original prover. Then we present the tableaux T system of Degtyarev and Voronkov [3] supposed to handle the equality. The main benefit of this paper is the implementation the the T system prover. We also present a library providing tools to work with the objects of the First-Order Logic in the programming language Python.
Scrabble
Dvořák, Filip ; Hric, Jan (referee) ; Babilon, Robert (advisor)
The subject matter of the submitted thesis is a study of the board game Scrabble and its transfer to electronic form. The object of this thesis is to present possible and used approaches in implementation of Scrabble systems and to present and evaluate data structures and algorithms used in those systems. The implementation of the chosen approaches is a part of this thesis. After the brief introduction into the rules of Scrabble and initiatory problem's analyse there are presented data structures used for dictionary storage, move generating algorithms and possible approaches in game strategies. The practical part of this thesis deals with chosen approaches and reasons why they were chosen. At the end of this thesis there is a summary of possible contributions of developed system and its possible following expansions.
Life/death analysis in Go (Analyzátor života skupiny v Go)
Kozelek, Tomáš ; Vomlelová, Marta (advisor) ; Hric, Jan (referee)
In this thesis I focused myself on problematics of solving life and death problems in the game of Go, which is one of fundamental skills of a Go playing program. Together with thesis, life and death solving program TGA was created. Program is built upon basic space search algorithms from the game theory (e.g. alpha beta pruning, transposition tables) in combination with methods using knowledges about the game of Go (heuristics and pruning methods). For program purposes I created "block oriented" position representation, I implemented simpliffied static analysis of life and death of the group and I proposed a set of heuristic. These heuristics not only speed up search signifficantly, moreover they make it possible to solve di±cult problems of "under the stones" type. Program is designed to solve mostly enclosed problems and it is capable to treat di®erent life and death solving pecularities (e.g. different types of ko, seki, "bent four in the corner"). As for performance, I estimate program's strength in solving speciffied Go problems to be 1 dan. This is comparable with a strong human player.

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