National Repository of Grey Literature 68 records found  beginprevious59 - 68  jump to record: Search took 0.00 seconds. 
Chess Program with Various Chess Variations with Various Initial Arrangement
Dvořák, Pavel ; Žák, Jakub (referee) ; Rozman, Jaroslav (advisor)
This thesis focuses on describing required components in the process of creation of modern chess application. Goal is to create chess program with several chess variations using structures and algorithms based on professional chess programs. Thesis describes principles of chessboard representation and various factors of chessboard state evaluation used in classic chess and implemented variants. Finally thesis describes game-tree search algorithms and enhancements and compares their effect.
Graphics Interface for Board Games
Žerdík, Jan ; Pečiva, Jan (referee) ; Kučiš, Michal (advisor)
The Bachelor's diploma thesis covers with a graphical interface for board games. The main goal was to create a modular application allowing game playing. Implementation of graphic algorithms appropriate for limited scene of a board game is another important factor in the assignment of a project. Initial part of the paper covers theortical analysis of algorithms, the rest deals with implementation of selected ones.
Chess Program for Various Chess Variations
Jadrníček, Zbyněk ; Křena, Bohuslav (referee) ; Rozman, Jaroslav (advisor)
This thesis describes process of creating chess program allowing human play against computer. First part explains chess rules, next parts are about artificial intelligence. Thesis deals with nontraditional chess variants and also with changes, which were made in implementation in comparasion with classical game. It compares usual chessboard representations in computer, methods of playing games and techniques of evaluation chessboard state. The aim was to achieve high artificial intelligence by using of effective algorithms.
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.
Chess
Valsa, Vít ; Zbořil, František (referee) ; Rozman, Jaroslav (advisor)
The main purpose of my bachelor's thesis was to create the chess computer game software with graphic user interface and to design and develop an algorithm of chess computer with learning ability. It was also necessary to create an interface to the board games manager. In the first part of my work I present the chess game rules and already existing chess game software and specialised chess computers. The next part discusses the mini-max algorithm and other derived algorithms and their possible improvements. The main part of the work deals in description of design and realization of the developed application. The user interface and functionality of the application is also described. In the conclusion the achieved results are summarized and the possible directions of further development of the application are described.
Client for 3D Client/Server Chess
Starka, Tomáš ; Kubíček, Radek (referee) ; Herout, Adam (advisor)
Bachelory work is a corner-stone for project which employs itself with playing board games via internet. It outlines some of board games issues and for a fraction of them is designed a system that stands on an application protocol called BGame which was created for that purpose. Th e Chess has been chosen as a testing game. Whole implementation is on Java platform.
Rendering Chess Using Ray Tracing
Turek, Vojtěch ; Seeman, Michal (referee) ; Herout, Adam (advisor)
This work deals with ray tracing technique, focused to rendering of chess scene with procedural texture materials. Based on this knowledge, program that displays specified chess set is designed.
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.
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.
Artificial intelligence
Duda, Antonín ; Jirků, Petr (advisor) ; Berka, Petr (referee)
Abstract : Issue of this work is to acquaint the reader with the history of artificial inteligence, esspecialy branch of chess computing. Main attention is given to progress from fifties to the present. The work also deals with fighting chess programs against each other, and against human opponents. The greatest attention is focused on 1997 and duel Garry Kasparov against chess program Deep Blue. The work is divided into chapters according to chronological order.

National Repository of Grey Literature : 68 records found   beginprevious59 - 68  jump to record:
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