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Scrabble
Picek, Radomír ; Glembek, Ondřej (referee) ; Smrž, Pavel (advisor)
This thesis describes the social table game Scrabble, and its realization in the form of computer games. Gradually examines all important aspects that affect the performance of the implementation. Especially after the election of the appropriate data structures retained for the vocabulary, affecting the efficiency of generating moves, and the selection of appropriate algorithms with regard to the maximum speed. There is particular emphasis on artificial intelligence opponent and its ability to compete not only amateurs, but professional SCRABBLE players.
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Scrabble for Mobil Phones
Kaněčka, Ondřej ; Kunc, Michael (referee) ; Schönecker, Rudolf (advisor)
This paper deals with an usage of searching algorithms and lexical data structures for platforms with limited computing power and accessible memory (celluar phones and similar) in SCRABBLE brand crossword game. There are also shown its advantages and disadvantages on this platform. The Appel-Jacobson searching algorithm is used to search possible moves. The lexicon with all words is available for this algorithm. It's stored in Directed Acyclic Word Graph (DAWG), which provides fast data searching and data compression too, so the size of the lexicon is comparatively small considering the target platform. The final Java application for celluar phones (MIDP 2.0) adds graphical interface and game control so it provides playing SCRABBLE brand crossword game against artificial intelligence or against human.
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Scrabble Game State Recognition
Staněk, Jiří ; Polok, Lukáš (referee) ; Svoboda, Pavel (advisor)
This thesis deals with the image processing, object detection and recognition and OCR (Optical Character Recognition). It describes the design and implementation of an application for Scrabble game state recognition using some algorithms in this area. It describes the detection of the game board in the image and the letters on it, classification of detected letters and word formation. The final application uses the OpenCV library for image processing and the LIBSVM library for letter classification. The application was tested on a custom set of photos.
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Scrabble for Mobil Phones
Kaněčka, Ondřej ; Kunc, Michael (referee) ; Schönecker, Rudolf (advisor)
This paper deals with an usage of searching algorithms and lexical data structures for platforms with limited computing power and accessible memory (celluar phones and similar) in SCRABBLE brand crossword game. There are also shown its advantages and disadvantages on this platform. The Appel-Jacobson searching algorithm is used to search possible moves. The lexicon with all words is available for this algorithm. It's stored in Directed Acyclic Word Graph (DAWG), which provides fast data searching and data compression too, so the size of the lexicon is comparatively small considering the target platform. The final Java application for celluar phones (MIDP 2.0) adds graphical interface and game control so it provides playing SCRABBLE brand crossword game against artificial intelligence or against human.
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Scrabble Game State Recognition
Staněk, Jiří ; Polok, Lukáš (referee) ; Svoboda, Pavel (advisor)
This thesis deals with the image processing, object detection and recognition and OCR (Optical Character Recognition). It describes the design and implementation of an application for Scrabble game state recognition using some algorithms in this area. It describes the detection of the game board in the image and the letters on it, classification of detected letters and word formation. The final application uses the OpenCV library for image processing and the LIBSVM library for letter classification. The application was tested on a custom set of photos.
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Scrabble
Picek, Radomír ; Glembek, Ondřej (referee) ; Smrž, Pavel (advisor)
This thesis describes the social table game Scrabble, and its realization in the form of computer games. Gradually examines all important aspects that affect the performance of the implementation. Especially after the election of the appropriate data structures retained for the vocabulary, affecting the efficiency of generating moves, and the selection of appropriate algorithms with regard to the maximum speed. There is particular emphasis on artificial intelligence opponent and its ability to compete not only amateurs, but professional SCRABBLE players.
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