National Repository of Grey Literature 10 records found  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.
Support for Codenames Game on Mobile Phone with OS Android
Grossmann, Jan ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
This bachelor's thesis deals with creation of an application for support for the Codenames game on mobile phone with Android operating system. Application helps user with game strategy and simplify selection of the clue. First I discuss existing solutions and their imperfections. Based on this experience, I analyze designed solution and then, the very implementation with usage of Java programming language, involving storing data with database system or optical recognition. Finally, I undertake user testing, which I also describe in detail.
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
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.
Support for Codenames Game on Mobile Phone with OS Android
Grossmann, Jan ; Fajčík, Martin (referee) ; Smrž, Pavel (advisor)
This bachelor's thesis deals with creation of an application for support for the Codenames game on mobile phone with Android operating system. Application helps user with game strategy and simplify selection of the clue. First I discuss existing solutions and their imperfections. Based on this experience, I analyze designed solution and then, the very implementation with usage of Java programming language, involving storing data with database system or optical recognition. Finally, I undertake user testing, which I also describe in detail.
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.

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