National Repository of Grey Literature 4 records found  Search took 0.01 seconds. 
Game for Oculus Quest
Kryštůfek, Jakub ; Novák, Jiří (referee) ; Pomikálek, Jiří (advisor)
The aim of this bachelor thesis is to create a prototype of a videogame in virtual reality for target platform Oculus Quest 2. The game was created with game engine Unity with emphasis on optimalization and extensibility of implemented systems. Within the implemented game was created system of autonomous agents via finite state machines and planning architecture goal-oriented action planning. One of the most insteresting game mechanics is fire propagation system implemented with cellular automaton.
Game for Oculus Quest
Kryštůfek, Jakub ; Novák, Jiří (referee) ; Pomikálek, Jiří (advisor)
The aim of this bachelor thesis is to create a prototype of a videogame in virtual reality for target platform Oculus Quest 2. The game was created with game engine Unity with emphasis on optimalization and extensibility of implemented systems. Within the implemented game was created system of autonomous agents via finite state machines and planning architecture goal-oriented action planning. One of the most insteresting game mechanics is fire propagation system implemented with cellular automaton.
Artificial Intelligence for Spelunky Computer Game
Závorka, Kamil ; Gemrot, Jakub (advisor) ; Ježek, Pavel (referee)
Spelunky is one of the desktop games, where player control agent in labyrinth and his task is to reach the exit. In this labyrinth there are many threats and quests, which makes the game interesting for making artificial intelligence, that can be adjusted for these threats and quests. The goal of this work was to create a framework for comfortable programming of artificial intelligence for this game. Although there is a tool named SpelunkBotAPI for its writing and executing, the API of this tool provides only basic controlling of agent and it is hard to use it. The approach, that I chose for this work, used the existing API and built a framework above it, that will be easier to use. For more intuitive using of the framework, this work crates GOAP (Goal Oriented Action Planner), that uses its functionality for reaching goals specified by the programmer.
Space shooter game with mutually cooperating bots
Hýbl, Oskar ; Zavoral, Filip (advisor) ; Děchtěrenko, Filip (referee)
The goal of this thesis is to, based on several AI algorithms, design and implement an AI for a game called Space Shooter which was developed as an Academic Year Project. In this game there are two groups of spaceships fighting against each other with the player directly controlling one of the ships. The created AI module is supposed to ensure the cooperation of the agents controlling the ships. The resulting program has an emphasis on modularity and extensibility, so that, in case of further development of Space Shooter, modification of the AI would be facilitated as much as possible. Powered by TCPDF (www.tcpdf.org)

Interested in being notified about new results for this query?
Subscribe to the RSS feed.