National Repository of Grey Literature 5 records found  Search took 0.01 seconds. 
Map Generator and Path Search in a Map for the Strategy Games
Karásek, Štěpán ; Mráček, Štěpán (referee) ; Orság, Filip (advisor)
This thesis consists of two parts. The first part deals with procedural map generation aiming at terrain generation. For the most part, the bases of terrain generation, usable algorithms and the ways of generating other landscape elements are followed up. A terrain generator using diamond-square algorithm is then implemented and integrated into the existing game engine. The second part of the thesis analyses the pathfinding problem, describes usable algorithms and one of them in detail. Furthemore, the post-processing of the path is being solved and possibilities of hierarchical pathfinding algorithms are presented. Pathfinding using A* algorithm is also implemented and integrated into existing game engine. Finally, functioanality of both the algorithms is demonstrated in an interactive application.
Neural Networks and Genetic Algorithm
Karásek, Štěpán ; Snášelová, Petra (referee) ; Zbořil, František (advisor)
This thesis deals with evolutionary and genetic algorithms and the possible ways of combining them. The theoretical part of the thesis describes genetic algorithms and neural networks. In addition, the possible combinations and existing algorithms are presented. The practical part of this thesis describes the implementation of the algorithm NEAT and the experiments performed. A combination with differential evolution is proposed and tested. Lastly, NEAT is compared to the algorithms backpropagation (for feed-forward neural networks) and backpropagation through time (for recurrent neural networks), which are used for learning neural networks. Comparison is aimed at learning speed, network response quality and their dependence on network size.
Comparison of the availability of social housing in the region of České Budějovice, Tábor, Jindřichův Hradec between the years 2015 to 2020
KARÁSEK, Štěpán
The thesis deals with the availability of social housing in selected cities. The aim of the thesis is to find out what is the availability of social housing in individual cities and then to compare it. Availability is defined as the satisfaction of demand by supply, ie how many homeless people have acces to one available bed.
Neural Networks and Genetic Algorithm
Karásek, Štěpán ; Snášelová, Petra (referee) ; Zbořil, František (advisor)
This thesis deals with evolutionary and genetic algorithms and the possible ways of combining them. The theoretical part of the thesis describes genetic algorithms and neural networks. In addition, the possible combinations and existing algorithms are presented. The practical part of this thesis describes the implementation of the algorithm NEAT and the experiments performed. A combination with differential evolution is proposed and tested. Lastly, NEAT is compared to the algorithms backpropagation (for feed-forward neural networks) and backpropagation through time (for recurrent neural networks), which are used for learning neural networks. Comparison is aimed at learning speed, network response quality and their dependence on network size.
Map Generator and Path Search in a Map for the Strategy Games
Karásek, Štěpán ; Mráček, Štěpán (referee) ; Orság, Filip (advisor)
This thesis consists of two parts. The first part deals with procedural map generation aiming at terrain generation. For the most part, the bases of terrain generation, usable algorithms and the ways of generating other landscape elements are followed up. A terrain generator using diamond-square algorithm is then implemented and integrated into the existing game engine. The second part of the thesis analyses the pathfinding problem, describes usable algorithms and one of them in detail. Furthemore, the post-processing of the path is being solved and possibilities of hierarchical pathfinding algorithms are presented. Pathfinding using A* algorithm is also implemented and integrated into existing game engine. Finally, functioanality of both the algorithms is demonstrated in an interactive application.

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