National Repository of Grey Literature 2 records found  Search took 0.00 seconds. 
Procedural Generation of Combat Encounters in Role Playing Video Games
Kozma, Matouš ; Gemrot, Jakub (advisor) ; Černý, Vojtěch (referee)
Procedural content generation is present in many games today. However, little has been written about generating combat encounters in role playing video games (RPG). In these games the player's combat ability varies greatly from person to person and there are many different enemies that could be spawned for the player to fight. These factors make generation of combat encounters difficult. In this thesis we create a small game in which we implement a new algorithm for generating combat encounters. We then distribute this game to the general public. From the data we gather we conclude that this algorithm is at least as good at generating combat encounters as the author of the thesis and that it is a good starting point for further research.
Multi-agent pathfinding with air transports
Kozma, Matouš ; Černý, Martin (advisor) ; Děchtěrenko, Filip (referee)
In most real-time strategy (RTS) games the problem of finding the shortest path for multiple units in real-time has to be solved many times during one match. That problem is known to be difficult, but some games require solving an even more complicated version of the problem where, in addition to land-based units, there are aerial transports, which are able to move everywhere around the map and to load a unit at one place and unload it somewhere else. In this thesis we introduce a new family of algorithms based on a greedy algorithm, which also serves as a basis for the primitive solutions used in games today. We implement these algorithms in the RTS game Starcraft and evaluate their effectiveness. From these tests we choose the one with the best performance as the solution of this thesis.

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8 Kozma, Martin
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