National Repository of Grey Literature 48 records found  1 - 10nextend  jump to record: Search took 0.01 seconds. 
Educational board game about Terrain vague
Balcaříková, Ivana ; Strouhal, Jonáš (referee) ; Skála, Jiří (advisor)
This diploma thesis is concerned with the mediation of feelings, moods, functions, and movements of varied actors in the environment of terrain vague — wastegrounds. I am trying to hand over this experience with the help of a tabletop game (TTRPG), in which the player has the opportunity to wander around different types of landscapes such as abandoned playgrounds, old factories, allotments, or unfunctional kid´s camps. This is a working prototype of a board game, which is at this moment concerned mainly with the character of a child. Terrain vague presents the dark side of cities, different from the common social structures, without the supervision of authority and full of new potential for change and in our case mainly for the game. The nature of this character sets itself a task to thematize terrain vague as a place created for adventure, the game as well as a key element in creating the autonomy and independence for children.
Competitive Strategy of Rexport Company
Hrabálek, Ondřej ; Muller,, David (referee) ; Bartes, František (advisor)
This thesis analyzes competitive environment in the market segment of board and card games, where the analyzed company is doing business for more than six years already. First, the study defines and assesses current processes and conditions in each part of corporate activities, including in particular retails sales (both e-shopping and brick and mortar shop), publishing house and wholesale of imported products. Through the recent years, the company has undergone extensive and permanent adaption and transformation in order to retain its competitiveness. Competitors on are different regarding the wholesale and retails segment, given that these markets are separated from each other and business conditions vary significantly. Further, paper will provide actual development plans of company for upcoming years and the methods to reach the proposed goals. Finally, the development business plan and methods are to be evaluated, based on competitiveness criteria.
Competitive Strategy of Rexport Company
Hrabálek, Ondřej ; Muller,, David (referee) ; Bartes, František (advisor)
This thesis analyzes competitive environment in the market segment of board and card games, where the analyzed company is doing business for more than six years already. First, the study defines and assesses current processes and conditions in each part of corporate activities, including in particular retails sales (both e-shopping and brick and mortar shop), publishing house and wholesale of imported products. Through the recent years, the company has undergone extensive and permanent adaption and transformation in order to retain its competitiveness. Competitors on are different regarding the wholesale and retails segment, given that these markets are separated from each other and business conditions vary significantly. Further, paper will provide actual development plans of company for upcoming years and the methods to reach the proposed goals. Finally, the development business plan and methods are to be evaluated, based on competitiveness criteria.
Five in a Row
Vrtílek, Michal ; Zbořil, František (referee) ; Rozman, Jaroslav (advisor)
This Bachelor's Thesis describes the desing and implementation of artificial intelligence for the board game Five in a row. The main goal of this thesis is to create an application able to communicate with the Manager For Board Games with the use of network communication and being able to play the board game Five in a row on a suitable level. This work contains theoretical parts about the history and rules of Five in a row and it's variations, about the possibilities of use of artificial intelligence in this game and about the structure of aplications used for playing it. It's concern is about the actual desing and implementation of said application, including it's controls. In the end I evaluate achieved results and propose additional directions for the program development.
Gomoku Game
Basovník, Martin ; Dluhoš, Ondřej (referee) ; Kněžík, Jan (advisor)
This bachelor's thesis is focused on the development of arti cial intelligence for board game Gomoku. Firstly it describes the necessary theoretical basis for the development of intelligent opponents. Secondly it considers the possibility of parallelization. Next it describes the implementation of the game Gomoku. Finally it documents testing process, publishes the results of the development, and outlines possible further extensions to the application.
Augmented Reality for Desk Board Game
Richter, Jiří ; Sochor, Jakub (referee) ; Beran, Vítězslav (advisor)
Cílem této práce je vytvořit systém, který bude vylepšovat zážitek z hraní deskových a především karetních her, promítáním relevantních multimediálních informací do herního prostoru. V první části jsou popsány přínosy deskových a karetních her. Dále jsou představeny principy rozšířené reality a jejich použití při návrhu takového systému. Navržený systém je rozdělen na tři moduly. Prvním z nich je modul, který analyzuje stav hry na stole v reálném světe --- poskytuje informace o aktivitě hráčů a jaké typy herních objektů se vyskytují na stole. Druhým je modul, který se stará o řízení celého systému, poskytuje uživatelské rozhraní pro kalibraci systému a implementuje stavový prostor hry, pro kterou je systém určen. Třetím je modul, který poskytuje výstup systému --- vytváří multimediální obsah, který je po-té promítnut na stůl, a je relevantní k aktuálnímu stavu hry. Na závěr je navržený systém implementován pro karetní hru Bang, otestována jeho schopnost udržovat krok se stavem hry v reálném světě a provedeno testování na uživatelích.
Carcassonne Board Game Artificial Intelligence
Černohub, Jan ; Lodrová, Dana (referee) ; Stružka, Jaroslav (advisor)
The aim of the thesis is to design, build, test and evaluate a virtual adaptation of popular board game Carcassonne for personal computers, including artificial intelligence algorithms for opponents. The core revolves around analysis of the game's rules, goals and gaming strategies in regards to general principles put forward by the game theory and probability, these also include description of chosen data format, procedural behavior and graphical user interface. Thesis concludes upon reflection on future possible development and improvement of the application in the areas of advanced artificial intelligence algorithms such as neural network programming.
Manager for Desk Games with Parallel Tournament Playing
Čížek, Tomáš ; Snášelová, Petra (referee) ; Rozman, Jaroslav (advisor)
The theme of this work is to design and realize an application for organizing classic board game tournaments played by computer programs. The application is based on already existing Manager of board games and extends it, so there is a possibility of parallel playing games within the tournament, among other things. At the beginning I describe existing Manger of board games. Subsequently, I focus on theory of programing parallel and portable applications. The rest of the text summarizes the design and implementation of the target application.
Framework for Board Games Realization on Computer
Křenek, Aleš ; Zemčík, Pavel (referee) ; Beran, Vítězslav (advisor)
Work aims to create Board games interpreter and repository of game elements. The primary goal of work is to create a platform for board game realization, witch can be used also by someone who does not have knowledge in the field of programming. Secondary objectives of the project is a cross-platform solution, including possible communication between two different platforms, portability of created board game definitions and store of all data in human-readable form.
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.

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