National Repository of Grey Literature 9 records found  Search took 0.01 seconds. 
Game Playing with Uncertainty
Bajza, Jakub ; Zbořil, František (referee) ; Zbořil, František (advisor)
This Bachelor thesis describes the implementation of expectiminimax algorithm for zero-sum games. It also introduces the complications, that you can face, if working on applying the expectiminimax algorithm to more complicated games of this category. This thesis also presents a way to create an evaluation function for computer opponent. The applicability of these evaluation functions is demonstrated by series of tests, where human player plays against computer opponent or two computer opponents play against each other.
A Strategy Game with Uncertainty Based on the Board Game Scotland Yard
Husa, Rostislav ; Janoušek, Vladimír (referee) ; Zbořil, František (advisor)
The subject of this thesis is creation of custom game using same principles as the game of Scotland Yard. Realization is including few versions of artificial intelligence for each player of the game using machine learning. Most importantly neural net and Monte Carlo Tree Search. Both are tested in several variants and compared against each other.
Strategic Game with Uncertainity
Gerža, Martin ; Zbořil, František (referee) ; Zbořil, František (advisor)
This thesis focuses on the implementation of a system for playing the board game Scotland Yard autonomously and also focuses on a comparison of this system with similar ones. I focused on obtaining enough information about the possible methods that should be suitable for such a system and decided to implement this system using the Monte Carlo Tree Search method. The result implementation of the system was tested against similar systems, achieving an excellent result against another system that used an equivalent method. There was achieved a balanced result against a system that used the Alpha-Beta method. The main result of this work is a working version of an autonomous system for playing the game Scotland Yard on a reduced field. It also provides the possibility of using two similar systems within a single program in order to compare their implementations.
Intelligent Reactive Agent for the Game Ms.Pacman
Bložoňová, Barbora ; Zbořil, František (referee) ; Drahanský, Martin (advisor)
This thesis focuses on artificial intelligence for difficult decision problemes such as the game with uncertainty Ms. Pacman. The aim of this work is to design and implement intelligent reactive agent using a method from the field of reinforcement learning, demonstrate it on visual demo Ms.Pacman and compare its intelligence with well-known informed methods of playing games (Minimax, AlfaBeta Pruning, Expectimax). The thesis is primarily structured into two parts. The theoretical part deals with adversarial search (in games), reactivity of agent and possibilities of machine learning, all in the context of Ms. Pacman. The second part addresses the design of agent's versions behaviour implementation and finally its comparison to other methods of adversarial search problem, evaluation of results and a few ideas for future improvements.
Deep Learning Methods for Machine Playing the Scotland Yard Board Game
Hrkľová, Zuzana ; Janoušek, Vladimír (referee) ; Zbořil, František (advisor)
Táto práca sa zaoberá metódami hlbokého učenia, ktoré sú aplikovateľné na stolné hry s neurčitosťou. V rámci práce boli naštudované princípy učenia s posilňovaním, s hlavným zameraním na Q-learning algoritmy, spomedzi ktorých bol vybraný Deep Q-Network algoritmus. Ten bol následne implementovaný na zjednodušených pravidlách stolnej hry Scotland Yard. Konečná implementácia bola porovnaná s metódami Alpha-Beta a Monte Carlo Tree Search. S výsledkov vyplinulo, že schovávaný hráč riadený DQN algoritmom predstavoval pre ostatné metódy najťažšieho protihráča, narozdiel od hľadajúcich hráčov, ktorým sa nepodarilo zlepšiť existujúce riešenia. Napriek tomu, že implementovaná metóda nedosiahla lepšie výsledky oproti doposiaľ existujúcim metódam, ukázalo sa, že potrebuje najmenej výpočetných zdrojov a času na vykonanie daného ťahu. To ju robí najperspektívnejšou zo spomínaných metód na budúcu možnú implementáciu originálnej verzie danej hry.
A Strategy Game with Uncertainty Based on the Board Game Scotland Yard
Husa, Rostislav ; Janoušek, Vladimír (referee) ; Zbořil, František (advisor)
The subject of this thesis is creation of custom game using same principles as the game of Scotland Yard. Realization is including few versions of artificial intelligence for each player of the game using machine learning. Most importantly neural net and Monte Carlo Tree Search. Both are tested in several variants and compared against each other.
Strategic Game with Uncertainity
Gerža, Martin ; Zbořil, František (referee) ; Zbořil, František (advisor)
This thesis focuses on the implementation of a system for playing the board game Scotland Yard autonomously and also focuses on a comparison of this system with similar ones. I focused on obtaining enough information about the possible methods that should be suitable for such a system and decided to implement this system using the Monte Carlo Tree Search method. The result implementation of the system was tested against similar systems, achieving an excellent result against another system that used an equivalent method. There was achieved a balanced result against a system that used the Alpha-Beta method. The main result of this work is a working version of an autonomous system for playing the game Scotland Yard on a reduced field. It also provides the possibility of using two similar systems within a single program in order to compare their implementations.
Intelligent Reactive Agent for the Game Ms.Pacman
Bložoňová, Barbora ; Zbořil, František (referee) ; Drahanský, Martin (advisor)
This thesis focuses on artificial intelligence for difficult decision problemes such as the game with uncertainty Ms. Pacman. The aim of this work is to design and implement intelligent reactive agent using a method from the field of reinforcement learning, demonstrate it on visual demo Ms.Pacman and compare its intelligence with well-known informed methods of playing games (Minimax, AlfaBeta Pruning, Expectimax). The thesis is primarily structured into two parts. The theoretical part deals with adversarial search (in games), reactivity of agent and possibilities of machine learning, all in the context of Ms. Pacman. The second part addresses the design of agent's versions behaviour implementation and finally its comparison to other methods of adversarial search problem, evaluation of results and a few ideas for future improvements.
Game Playing with Uncertainty
Bajza, Jakub ; Zbořil, František (referee) ; Zbořil, František (advisor)
This Bachelor thesis describes the implementation of expectiminimax algorithm for zero-sum games. It also introduces the complications, that you can face, if working on applying the expectiminimax algorithm to more complicated games of this category. This thesis also presents a way to create an evaluation function for computer opponent. The applicability of these evaluation functions is demonstrated by series of tests, where human player plays against computer opponent or two computer opponents play against each other.

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