National Repository of Grey Literature 68 records found  previous11 - 20nextend  jump to record: Search took 0.00 seconds. 
Educational Chess Program
Floryán, Kamil ; Rogalewicz, Adam (referee) ; Rozman, Jaroslav (advisor)
This bachelor thesis deals problems with an artificial intelligence and a user interface of a chess program. There is also a description of design and implementation of a tutorial part for this program. Chess engines and current chess programs focused on teaching are being analysed, too.
Mobile Application for Automatic Recording of Chess Games
Jiruška, Adam ; Bobák, Petr (referee) ; Čadík, Martin (advisor)
This thesis is focused on making application for mobile devices, which records progress of chess game. This is achieved by image recognition on input from camera. Chess figures are classified by neural network. Usage of application is during training or real matches to record games and then for analyzing these games. For analyzing, my application offers record in standard algebraic notation. User can also add notes to every game.
Application of Soft Computing for Game Playing
Pospíšil, Milan ; Martinek, David (referee) ; Zbořil, František (advisor)
This work deals with application of classical method of artifical inteligence and methods of soft computing for game playing. These methods are applicated in programs for playing chess and droughts. Results are confronted.
Application for Management and Analysis of Data About Games of Chess
Kunčar, Petr ; Šebek, Michal (referee) ; Bartík, Vladimír (advisor)
This bachelor thesis deals with design and implementation of system for management and analysis of data about games of chess. The games of chess are stored in a database, to which they are uploaded by means of the system. There is also the AprioriAll algorithm implemented to find sequential patterns occuring in the data. Except of mining sequential patterns, the functionality of tree creation and searching in the data is also implemented. The data about games of chess are stored in a form of standard PGN files.
Network Application Chess Learning
Dvořák, Petr ; Rozman, Jaroslav (referee) ; Zbořil, František (advisor)
The work deals with creating of application for teaching chess. Teaching methods include not only play against the computer, but also a network play against the player or computer. It is also created the support to use chess diagrams. The program support existing playing games in standard PGN format. A chess engine is responsible for analysis of these games and it communicates via standard Win / XBoard. The Chess engine generates alternative moves in a given position and provides the player to think about. The application also supports standard FEN. In the opening chapters of this work are discussed used tools, the basics of chess and more detail existing types of chess notation. In other parts of the work I analyze an existing individual chess standards, theirs design and theirs implementation in my program. In the rest of the work I describe designed and implemented parts of the program, such as its graphic design and supporting side panels. In the last chapter I describe the server that connects all the current players.
Evolution Algorithm Used in Chess Game
Urminský, Andrej ; Straka, Martin (referee) ; Gajda, Zbyšek (advisor)
This thesis deals with a design of an evolutionary algorithm for an artificial intelligence in a chess game. This is accomplished by use of so called genetic algorithms. Java programming language and Eclipse, an open development platform, were used for implementation of this algorithm and the graphical user interface.
Manager for Board Games
Kouřil, Jan ; Zbořil, František (referee) ; Rozman, Jaroslav (advisor)
The main goal of this bachelor work was to remove errors from actual programming, to implement possibility of arranging different forms of tournaments and to add support for games gomoku, checkers, chess and go. It was also necessary to programm possibility of human play for better debugging of artificial intelligences, which are playing against each other in this manager. As a minor goal i would mention implementation of standard protocol in game gomoku, which supports connection for universal artificial intelligences. From begginning I discuss theoretical solutions of given problem, board games, their rules and algorithm proposal. Next, there is a summary of implementation and its realization. In the end posible extentions of manager  are  mentioned.
Recognition of Pieces on Chessboard from Photography on Mobile Device
Tábi, Roman ; Polok, Lukáš (referee) ; Sochor, Jakub (advisor)
The aim of this bachelor thesis is a mobile application for Android platform, which recognises chessboard pieces from photography of the chessboard. Application uses photography from gallery and determine the content of every single chessboard cell, thus if it contains black or white piece, or if it is empty. The task is solved in two stages. First is the detection of chessboard lines to determine the position of chessboard cells, second is the detection of chessboard pieces. The result of this thesis is working Android application.
Chess and Artificial Intelligence
Macůrek, Miloslav ; Dvořák, Jiří (referee) ; Matoušek, Radomil (advisor)
This thesis will cover the topic of artificial intelligence algorithms in the game of chess and their implementation in computer chess program. The research contains the basics of the chess game and its history with a focus on computer chess, classical methods in chess programming and basic summary of neural networks and possibilities of their application. Selected algorithms are further implemented in chess program “Beast”.
Chess Program with Various Chess Variations with Various Set of Figures
Škandera, František ; Žák, Jakub (referee) ; Rozman, Jaroslav (advisor)
The goal of this thesis was to create a chess program able to play various chess variations with various set of figures. The first part of the work deals with the general matters of creating a chess program and implementing a chess artificial intelligence. In the second part we analyze individual chosen chess variations and suggest strategies for their implementation. Eventually we describe the implementation of the created application itself and its structure.

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