National Repository of Grey Literature 18 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Software System Simplifying AI Development in Computer Games
Mašek, Martin ; Ježek, Pavel (advisor) ; Keznikl, Jaroslav (referee)
Artificial intelligence (AI) in games is developed by programmers and AI designers. Designers are experts on AI but they are not programmers. Because of that there is a need to create a tool which non-programmers can use in an easy way. The Behavior trees have proven as a very good concept for creating an AI. The concept of Behavior trees enabled the development of Revive framework which is part of this work. The Framework is developed in C# for .NET platform. Revive framework contains a graphical editor which enables creating of the Behavior trees. It has also been designed with a strong focus on ease of implementation and therefore it can be easily implemented in the games. The framework also provides an option to oversee the decision process of Behavior tree. Revive can be used by small games and demonstration of Revive usage is part of this work.
Audio processing - filters and editing
Keznikl, Jaroslav ; Poch, Tomáš (advisor) ; Kofroň, Jan (referee)
The subject of this work is to analyse and implement some of the methods used in programs for sound processing. The work consists of two parts. The theoretical part contains a description of methods, procedures and data structures used in this area. It describes the process of sound sampling, structure of the WAVE format and explains the principles of basic digital audio fi lters. The practical part is formed from the implementation of some mentioned methods in the visual audio editor. The program, entitled AEditor, allows projection of the track in the main window, its playing, editing and the application of digital fi lters, with the preview of the filter setting in real time.
Extensible Instant Messenger supporting collaborative drawing
Helcl, Jindřich ; Hnětynka, Petr (advisor) ; Keznikl, Jaroslav (referee)
In the present work we describe a tool for communication between two or more users called iNetPaint. The program supports creation of a shared picture. We can also extend the program by adding new painting tools. iNetPaint runs on the XMPP protocol, which enables us to communicate with other clients using this protocol, such as Jabber, Google Talk and others. This work contains documentation for users and for programmers, a summary of similar programs and differences between them and iNetPaint. Furthermore, the work describes how to create your own new painting tools - their definition and implementation.
SOFA 2 runtime support for dynamic languages
Keznikl, Jaroslav ; Malohlava, Michal (advisor) ; Hnětynka, Petr (referee)
Component systems allow to build large scale applications from reusable components. However, many of the contemporary component systems have an extensive component development cycle with a long turnaround time. To speed up the component development, the dynamic languages, which allow to change the implementation at runtime without compilation and restarting, could be used. Therefore, the support of components implemented in dynamic languages could simplify development of application prototypes and add other advantages of interpreted dynamic languages (dynamic typing etc.). The aim of this thesis is to extend the SOFA 2 component system runtime to support primitive components implemented in dynamic languages. The extension is based on the SOFA 2 component aspect mechanism and it focuses on minimal changes of the existing core runtime implementation. The presented implementation also provides tools for interaction with running scripted components in order to allow dynamic implementation changes. On the basis of this extension, the thesis evaluates potential of the SOFA 2 microcomponent-based controller part for building runtime extensions, particularly extensions integrating new runtime technologies such as dynamic languages.
Cooperative game editor
Žofák, Norbert ; Keznikl, Jaroslav (advisor) ; Kruliš, Martin (referee)
The aim of the work is implementation of a cooperative game editor. The editor is mainly designed for non-programmers, who wish to create their own RPG games, alone or in cooperation with others. Game elements - basic units of the game world - are templated, so users can easily add new game elements to the game world. The game is driven by events, which can be handled by user-defined Lua scripts. User interface of the editor is simple and straightforward with well-arranged lists of game elements and a property editor for easy editing. The editor provides two modes - edit mode and play mode. The latter is designed for immediate testing of currently edited game. Cooperativity of the editor is ensured by synchronization with a database server. The result of a work in the editor is a final game in the form of an executable package.
SOFA 2 runtime support for dynamic languages
Keznikl, Jaroslav
Component systems allow to build large scale applications from reusable components. However, many of the contemporary component systems have an extensive component development cycle with a long turnaround time. To speed up the component development, the dynamic languages, which allow to change the implementation at runtime without compilation and restarting, could be used. Therefore, the support of components implemented in dynamic languages could simplify development of application prototypes and add other advantages of interpreted dynamic languages (dynamic typing etc.). The aim of this thesis is to extend the SOFA 2 component system runtime to support primitive components implemented in dynamic languages. The extension is based on the SOFA 2 component aspect mechanism and it focuses on minimal changes of the existing core runtime implementation. The presented implementation also provides tools for interaction with running scripted components in order to allow dynamic implementation changes. On the basis of this extension, the thesis evaluates potential of the SOFA 2 microcomponent-based controller part for building runtime extensions, particularly extensions integrating new runtime technologies such as dynamic languages.
Dynamic Software Architectures for Resilient Distributed Systems
Keznikl, Jaroslav ; Bureš, Tomáš (advisor) ; Becker, Steffen (referee) ; Loreti, Michele (referee)
Resilient Distributed Systems (RDS) are large-scale distributed systems that remain de-pendable despite their very dynamic, open-ended, and inherently unpredictable environ-ments. This combination of system and environment properties makes development of soft-ware architectures for RDS using contemporary architecture models and abstractions very challenging. Therefore, the thesis proposes: (1) new architecture abstractions that are tailored for building dynamic software architectures for RDS, (2) design models and processes that endorse these abstractions at design time, and (3) means for efficient implementation, execu-tion, and analysis of architectures based on these abstractions. Specifically, the thesis delivers (1) by introducing the DEECo component model, based on the concept of component ensembles. Contributing to (2), the thesis presents the Invari-ant Refinement Method, governing dependable, formally-grounded design of DEECo-based architectures, and the ARCAS method, focusing on dependable realization of open-ended dynamic component bindings typical for DEECo. Furthermore, it pursues (3) by presenting a formal operational semantics of DEECo and its mapping to Java in terms of an execution environment prototype - jDEECo. Additionally, the semantics is used as a basis for formal analysis via model...
SOFA 2 runtime support for dynamic languages
Keznikl, Jaroslav
Component systems allow to build large scale applications from reusable components. However, many of the contemporary component systems have an extensive component development cycle with a long turnaround time. To speed up the component development, the dynamic languages, which allow to change the implementation at runtime without compilation and restarting, could be used. Therefore, the support of components implemented in dynamic languages could simplify development of application prototypes and add other advantages of interpreted dynamic languages (dynamic typing etc.). The aim of this thesis is to extend the SOFA 2 component system runtime to support primitive components implemented in dynamic languages. The extension is based on the SOFA 2 component aspect mechanism and it focuses on minimal changes of the existing core runtime implementation. The presented implementation also provides tools for interaction with running scripted components in order to allow dynamic implementation changes. On the basis of this extension, the thesis evaluates potential of the SOFA 2 microcomponent-based controller part for building runtime extensions, particularly extensions integrating new runtime technologies such as dynamic languages.
Design and simulation of hierarchical nets
Škvařil, Jan ; Keznikl, Jaroslav (advisor) ; Ježek, Pavel (referee)
The aim of this thesis is to implement an application for creating hierarchical nets and their simulation. The nets are composed of components interconnected by oriented edges. Every net has an associated schema which defines the appearance, behavior and way of connection of schema components. The application facilitates definition of new schemas. The simulation consists of discrete steps. During every step the behavioral programs of the activated components that are defined in the schema are processed. Simulation can be recorded and then replayed. The capabilities of the application are demonstrated on the included schemas and networks.
Cooperative game editor
Žofák, Norbert ; Keznikl, Jaroslav (advisor) ; Kruliš, Martin (referee)
The aim of the work is implementation of a cooperative game editor. The editor is mainly designed for non-programmers, who wish to create their own RPG games, alone or in cooperation with others. Game elements - basic units of the game world - are templated, so users can easily add new game elements to the game world. The game is driven by events, which can be handled by user-defined Lua scripts. User interface of the editor is simple and straightforward with well-arranged lists of game elements and a property editor for easy editing. The editor provides two modes - edit mode and play mode. The latter is designed for immediate testing of currently edited game. Cooperativity of the editor is ensured by synchronization with a database server. The result of a work in the editor is a final game in the form of an executable package.

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