National Repository of Grey Literature 11 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Computer as an Intelligent Partner in the Word-Association Game Codenames
Jareš, Petr ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
This thesis solves a determination of semantic similarity between words. For this task is used a combination of predictive model fastText and count based method Pointwise Mutual Information. Thesis describes a system which utilizes semantic models for ability to substitue a player in a word association game Codenames. The system has implemented game strategy enabling use of context information from the game progression to benefit his own team. The system is able to substitue a player in both team roles.
Fast Adaptation of Codenames Computer Assistant for New Languages
Jareš, Petr ; Otrusina, Lubomír (referee) ; Smrž, Pavel (advisor)
This thesis extends a system of an artificial player of a word-association game Codenames to easy addition of support for new languages. The system is able to play Codenames in roles as a guessing player, a clue giver or, by their combination a Duet version player. For analysis of different languages a neural toolkit Stanza was used, which is language independent and enables automated processing of many languages. It was mainly about lemmatization and part of speech tagging for selection of clues in the game. For evaluation of word associations were several models tested, where the best results had a method Pointwise Mutual Information and predictive model fastText. The system supports playing Codenames in 36 languages comprising 8 different alphabets.
Computer as an Intelligent Partner in the Word-Association Game Codenames
Obrtlík, Petr ; Hradiš, Michal (referee) ; Smrž, Pavel (advisor)
This thesis deals with associations between words. Describes the design and implementation of a system that can represent a human in the word-association game Codenames. The system uses the Gensim and FastText libraries to create semantic models. The relationship between words is taught by the analysis of the text corpus CWC-2011.
Support for Codenames Game on Mobile Phone with OS Android
Hurta, Martin ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
The aim of this thesis is to create an support application for word association board game Codenames on mobile phones with operating system Android. The solution consists of detection and recognition of the game board using the OpenCV and Tess-two libraries and Google Firebase ML Kit tools and providing support during the game, including an optional level of assistance and the ability to play on multiple devices with Google Play Games services. These features motivate the user to further use the application and provide data in~the form of generated game records, that are useful for further development and validation of association models or strategies for automatic playing.
Using Word-Association Games for Language Teaching
Babača, Martin ; Otrusina, Lubomír (referee) ; Smrž, Pavel (advisor)
This thesis explores the use of the word associative game Codenames in language learning, especially learning English as the second language. In order to achieve the goal, it addresses the problem of explaining semantic relations among words. The explanations take advantage of word sketches, provided by the Sketch Engine tool, and of word descriptions available in specialized English dictionaries. The implemented extension of the previously created engine for playing Codenames enables explaining the automatically suggested relations among the hint words and intended words in each game, motivating users for further exploration of the studied language.
Using Word-Association Games for Language Teaching
Babača, Martin ; Otrusina, Lubomír (referee) ; Smrž, Pavel (advisor)
This thesis explores the use of the word associative game Codenames in language learning, especially learning English as the second language. In order to achieve the goal, it addresses the problem of explaining semantic relations among words. The explanations take advantage of word sketches, provided by the Sketch Engine tool, and of word descriptions available in specialized English dictionaries. The implemented extension of the previously created engine for playing Codenames enables explaining the automatically suggested relations among the hint words and intended words in each game, motivating users for further exploration of the studied language.
Fast Adaptation of Codenames Computer Assistant for New Languages
Jareš, Petr ; Otrusina, Lubomír (referee) ; Smrž, Pavel (advisor)
This thesis extends a system of an artificial player of a word-association game Codenames to easy addition of support for new languages. The system is able to play Codenames in roles as a guessing player, a clue giver or, by their combination a Duet version player. For analysis of different languages a neural toolkit Stanza was used, which is language independent and enables automated processing of many languages. It was mainly about lemmatization and part of speech tagging for selection of clues in the game. For evaluation of word associations were several models tested, where the best results had a method Pointwise Mutual Information and predictive model fastText. The system supports playing Codenames in 36 languages comprising 8 different alphabets.
Codenames: a practical application for modelling word association
de Rijk, Micha Theo Neri ; Mareček, David (advisor) ; Popel, Martin (referee)
Micha de Rijk January 6, 2020 Word association is an important part of human language. Many techniques for capturing semantic relations between words exist, but their ability to model word associations is rarely tested. We introduce the game of Codenames with one human player as a word association task to evaluate how well a language model captures this information. We establish the baseline f-score of 0.362 and explore the performance of several collocations and word embedding models on this task. Our best model uses fastText word embeddings and achieves an f-score of 0.789 for Czech and 0.751 for English. 1
Computer as an Intelligent Partner in the Word-Association Game Codenames
Jareš, Petr ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
This thesis solves a determination of semantic similarity between words. For this task is used a combination of predictive model fastText and count based method Pointwise Mutual Information. Thesis describes a system which utilizes semantic models for ability to substitue a player in a word association game Codenames. The system has implemented game strategy enabling use of context information from the game progression to benefit his own team. The system is able to substitue a player in both team roles.
Support for Codenames Game on Mobile Phone with OS Android
Hurta, Martin ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
The aim of this thesis is to create an support application for word association board game Codenames on mobile phones with operating system Android. The solution consists of detection and recognition of the game board using the OpenCV and Tess-two libraries and Google Firebase ML Kit tools and providing support during the game, including an optional level of assistance and the ability to play on multiple devices with Google Play Games services. These features motivate the user to further use the application and provide data in~the form of generated game records, that are useful for further development and validation of association models or strategies for automatic playing.

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