National Repository of Grey Literature 13 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Intuitive Control of Strategy Games on Touch Devices
Haas, Patrik ; Herout, Adam (referee) ; Bambušek, Daniel (advisor)
The aim of this work is to provide an answer to the question of how to create a user-friendly controllable strategy game on a touch device and what gestures should be used. This work provides an answer to the question in such a way that it is here how to program such a game, and what controls are best to choose and why. There is also an implementation of individual gestures for control.
Strategic Game in Multi-Agent System Jason
Vais, Roman ; Zbořil, František (referee) ; Král, Jiří (advisor)
This thesis describes artificial inteligence used in developement of computer games, particularly discusses with theory behing artificial inteligence used in real-time strategy games. It deals with implementation of extensions for one such a game. It analyzes posibylities of use multi-agent systems architecture for purposess of artificial inteligence in games. It describes concept of swarm inteligence as suitable but not used tool for developing not only videogame artificial inteligence. Moreover it attempts to find suitable representation of sensation for software agents and shows the difficulties of this task.
Multi-Agent Strategy Game over Ants
Šimetka, Vojtěch ; Zbořil, František (referee) ; Král, Jiří (advisor)
This thesis describes challenges in design and development of a multi-agent real-time strategy game. It discusses necessary theoretical background and its consequences for the game design. The resulting game implements, apart from features and game control which can be found in nowadays RTS games, three different levels of artificial intelligence in which each unit is an agent. Moreover, there is a unique cooperation mode, where units can be controlled by user and artificial intelligence at the same time. In addition, the game is designed in such way that it can be easily extended with new artificial intelligences, therefore, used for teaching agent systems. A number of experiments was performed in order to evaluate both game design and capabilities of artificial intelligence.
The Table Game
Kalinová, Nikola ; Jurda, Radim (referee) ; Macháček, Mikuláš (advisor)
Gigurky is a strategy game for two players. The advantage of this game for two players is its variability when every time you can play with other team. Therefore, the game is always different and fun. Moreover, you can play with gigurky themselves. Gigurky contain magnets. With helps of magnets you can attach a varios accessories as shields. Of course you can choose from a variety that is suited to your gigurka best. Bring your team to victory, but also remember take for your gigurky all the time, otherwise they will not have the strength to fight.
Modelling of Dynamic Games with Imperfect Information
Straka, Richard ; Smrčka, Aleš (referee) ; Hrubý, Martin (advisor)
This work concentrates on the study of dynamic games; in particular games with imperfect information, implementation of a model and experimentation with the model. The game DarkElf was chosen for this project. It is a strategic, turn based game with economic and military features, where the decisions made by players are simultaneously implemented at a predetermined time.
Intuitive Control of Strategy Games on Touch Devices
Haas, Patrik ; Herout, Adam (referee) ; Bambušek, Daniel (advisor)
The aim of this work is to provide an answer to the question of how to create a user-friendly controllable strategy game on a touch device and what gestures should be used. This work provides an answer to the question in such a way that it is here how to program such a game, and what controls are best to choose and why. There is also an implementation of individual gestures for control.
Games in primary school geometry
Myšková, Markéta ; Jirotková, Darina (advisor) ; Slezáková, Jana (referee)
5 Abstract This diploma thesis is called The Games in Primary School Geometry and it describes the benefits of the games in teaching geometry as a teaching method for acquiring and strengthening geometric knowledge. The goal of the thesis is to submit the set of didactic games which are suitable for teaching geometry and point out interesting cognitive and interactive phenomena identified in the communication among pupils and a teacher in the role of an experimenter. The work consists of a theoretical and practical part. The first one explains the key terms related to the game in geometry, for example: the learning process, teaching methods, didactic game, motivation, communication, spatial and geometric imagination. Literature concerning the fields of pedagogy, psychology and mathematics was used to elaborate the topics of the thesis. The practical part contains a set of game suggestions for teaching geometry. I chose a few of the games and used them when teaching the pupils of the 4th class of the basic school. The course of each game is commented on and described in details. The conclusion contains the self-reflection and I set the topics for my future work as a teacher. Keywords: didactic game, teaching methods, learning process, terminology, game strategy.
Multi-Agent Strategy Game over Ants
Šimetka, Vojtěch ; Zbořil, František (referee) ; Král, Jiří (advisor)
This thesis describes challenges in design and development of a multi-agent real-time strategy game. It discusses necessary theoretical background and its consequences for the game design. The resulting game implements, apart from features and game control which can be found in nowadays RTS games, three different levels of artificial intelligence in which each unit is an agent. Moreover, there is a unique cooperation mode, where units can be controlled by user and artificial intelligence at the same time. In addition, the game is designed in such way that it can be easily extended with new artificial intelligences, therefore, used for teaching agent systems. A number of experiments was performed in order to evaluate both game design and capabilities of artificial intelligence.
Grid-based Online Multiplayer Strategy Game
Fibich, Michal ; Gemrot, Jakub (advisor) ; Bída, Michal (referee)
Title: Grid-based Online Multiplayer Strategy Game Author: Michal Fibich Department: Department of Software and Computer Science Education Supervisor: Mgr. Jakub Gemrot, Ph.D., Department of Software and Computer Science Education Abstract: Playing a massively multi-player on-line real-time strategy game is connected with expectation of playing with other players close to your position in the game. Some games of this kind have a very long life cycle where the progress of each player is persistent. A match can take months, even years to finish. However, every match is very dependent on the amount of participants which is not always ideal. Different seasons of the year can cause massive drops in the amount of players. There have already been attempts to incorporate an artificial intelligence to these matches, but the goal was to provide a win condi- tion instead of fighting a decreasing player base. That is why we have started developing a framework which includes the basic mechanics of the game and al- lows customization of basic game elements such as units, resources, buildings or entire nations. Part of the framework is an artificial intelligence which is capable of playing games created using the framework along with players. The problem was to find a proper behaviour for the artificial intelligence that...
Strategic Game in Multi-Agent System Jason
Vais, Roman ; Zbořil, František (referee) ; Král, Jiří (advisor)
This thesis describes artificial inteligence used in developement of computer games, particularly discusses with theory behing artificial inteligence used in real-time strategy games. It deals with implementation of extensions for one such a game. It analyzes posibylities of use multi-agent systems architecture for purposess of artificial inteligence in games. It describes concept of swarm inteligence as suitable but not used tool for developing not only videogame artificial inteligence. Moreover it attempts to find suitable representation of sensation for software agents and shows the difficulties of this task.

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