National Repository of Grey Literature 74 records found  beginprevious21 - 30nextend  jump to record: Search took 0.00 seconds. 
Weapon as a work of art. With focus on problems of specific weapons identity and interpretation of weapon as feature
Schartel, Tomáš ; Sýkora, Ondřej (advisor) ; Filip, Michal (referee)
TITLE: Weapon as a work of art. With focus on problems of specific weapons identity and interpretation of weapon as feature AUTHOR: Tomáš Schartel DEPARTMENT: Institute for professional development, faculty of education SUPERVISOR: Mgr. Ondřej Sýkora ABSTRACT: The purpose of this bachelory diploma is to present a weapon as a mean of hunting or fighting, as well as the masterpiece, which says a lot about a person who created it. The creator gave to each weapon himself, didn't he? He had to be a good craftsman but he had to have art feeling too. Some people said the weapon had a magic power, according to others it wasn't difficult to recognize their owner. A long time ago the typical weapon was a sword which the kings and knights used to show their power. The sword as the most important weapon of medieval fighter, was very efficient and it was used for fighting at close range. The sword wasn't only the symbol of war but also the sign of prior role in society. But we can't only see the sword as a weapon. Sovereigners handed over the sword to each other as a symbol of reign leaving. The sword was a symbol of faith at the time of crusade when its shape was taken as a cross. The contribution of the bachelory diploma is acquisition of basic knowledges from the history of development and establishment the variety...
Taktická hra pre viacej hráčov
Kis, Ján ; Brom, Cyril (advisor) ; Sýkora, Ondřej (referee)
The tactics single-player games like UFO from Altar Interactives are quite popular in these days. The most notable feature of UFO is that the actions of game units can be planned in advance by the player while the game is paused. During the recent boom of multiplayer games a question arose of what should a multiplayer to a game such as UFO look like. This project addresses the question and discusses several possibilities of the multiplayer design to such a game. The main contribution of the project is the actual game prototype which tests the viability and entertainment of the multiplayer design introduced by the thesis.
Dynamic Kohonen maps and their strusture
Křižka, Radek ; Mrázová, Iveta (advisor) ; Sýkora, Ondřej (referee)
My diploma thesis deals with one of the most widely used model of artificial neural network named self-organizing Kohonen neural network. We can find there a detailed description of several thoroughly analyzed mutually compared models of Kohonen map. We will verify their functionality, robustness and generalisation rates on artificial input data. Their real applicability and properties are tested on real data of traffic accident frequency. We will focus on the detection of significant input data attributes. The possibilities of solving the interesting questions and aspects of road transport are examined by means of Kohonen maps. At the end of the work there is presented a summarized review of the results and there are mentioned possible options of modifications that could improve the properties of these models.
Egocentric module for episodic memory
Vyhnánek, Jan ; Brom, Cyril (advisor) ; Sýkora, Ondřej (referee)
The present research in cognitive psychology concerns with the issue of how human beings remember positions of objects in space - and what mental representation of space they create. Scientists infer from experiments that human beings create several spatial representations which differ in accuracy and rate of forgetting and which are specified with respect to different spatial frames of reference. However, we do not know how exactly these representions work. As far as we know there is no computational model concerning with this issue, which would be useful for understanding of these representations. The goal of this work is to extend the model of episodic-like memory developed at MFF UK with a mechanism of creating spatial representations. We will examine how the representations are created and which representations are the most important for orientation of a human-like agent. The model was tested on simulations of a psychological experiment and it partially predicted its results. The goal of the model is not to give a full answer to this problem. It is supposed to be an attempt for starting research in the area which has not been researched this way yet. The results of this work may contribute to better understanding of how human beings represent positions of objects and it may be useful for designing...
Artificial Intelligence for modern card games
Vejmola, Jiří ; Sýkora, Ondřej (advisor) ; Gemrot, Jakub (referee)
In this work we study the ways of implementing arti cial intelligence for modern card games. We strive to create various players, to put them into matches against each other. By doing so we can verify the efficiency of employed methods, such as simulation, random approach, opponent modeling, xed strategy, etc. We would also like to nd out what influence do other game elements have on the progress of the game and the performance of individual players. The game used in the thesis is based on Magic: The Gathering's rules for two players, speci cally on Magic 2010 Core Set, which revised certain parts of the game. These rules are then modi ed or simpli ed when necessary for implementing game mechanics on a computer. Decks of cards used in testing are based on the existing ones.
Artificial intelligence for Texas Holdem poker game
Moravčík, Matej ; Petříčková, Zuzana (advisor) ; Sýkora, Ondřej (referee)
Recently there has been a great expansion of poker. This includes live games, as well as games on the internet. For beginners, it may be difficult to find opponents skilled enough and thus improve their gaming performance without deposit of their own funds. Using of artificial intelligence seems as good solution for the problem, but there are only few suitable programs available. This thesis describes the overall design and development of such an application, specially designed for tournament variant of Texas Hold'em poker. Most attention is devoted to the artificial intelligence. There are two main approaches discussed - approximate Nash equilibrium and the use of expert system. Emphasis is placed on the first option. The main contribution of this thesis is detailed description and comparison of three algorithms for calculating the approximation of Nash equilibrium. Two of them are original heuristics algorithms, that take advantage of specific structure of poker game. Algorithms have been implemented and their properties have been empirically evaluated. The final result is a full-featured application designed for end users. It simulates poker game and provides a powerful artificial intelligence with attractive graphical user interface.
Artificial intelligence for real-time strategic games
Sýkora, Ondřej ; Brom, Cyril (advisor) ; Kryl, Rudolf (referee)
Among the computer game players, real-time strategy games (RTS) are one of the most popular genres. Despite of this fact, there is a very low number of publications concerning this genre. In this thesis we study the problem of an action selection in the real-time strategy games using methods based on Markov decision processes. In the first chapters we introduce the genre of real-time strategy games from the game designer's perspective as well as from the view of an artificial intelligence researcher. We give an introduction to the Markov decision processes and to methods designed to solve them. We propose a solution of the problem of an action selection based on Markov decision problem solving using a discrete-event simulation of the real-time strategy game. We test the clarity of the proposed method and its properties.
Game 3D engine for Windows Phone 7
Slavíček, Tomáš ; Sýkora, Ondřej (advisor) ; Ježek, Pavel (referee)
In this work, we implement a library for easier development of games for the Windows Phone 7 platform. We analyze the environment of mobile phone development and discuss what features should the 3D game engine include. We propose the hierarchy of the project, its components are described and implemented. The engine supports efficient management of objects in the scene. It provides functionality to improve the visual appeal of the games, especially displaying of transparency and shadows. The algorithms are chosen and implemented with respect to the limited performance of the mobile devices. The capabilities of the engine are demonstrated on a sample game project.
Comparison of Two British Referendums on European Union membership in 1975 and 2016
Sýkora, Ondřej ; Kasáková, Zuzana (advisor) ; Kłusek, Johana (referee)
This bachelor thesis deals with comparison of two referendums held in the United Kingdom of Great Britain and Northern Ireland in which British people decided about EEC/EU membership. These referendums were held in years 1975 and 2016. In 1975 people voted to stay in EEC, whereas in 2016 the exact opposite decision was made. The comparative method which is used in this thesis is applicated to analyse selected criteria. These are political background of the referendum, renegotiation of membership terms and the form and the results of the referendum itself. The comparative method is used to reach the goal of the thesis which is to reveal differences and similarities between the two referendums. Several differences explaining the opposite outcomes of the referendums were discovered as a result of the comparison.
Model V1 s realistickou distribucí funkčních typů neuronů v rámci kortikálních vrstev
Moudřík, Josef ; Brom, Cyril (advisor) ; Sýkora, Ondřej (referee)
There have been identified two functionally different neuron classes in the primary visual cortex (V1), so-called simple and complex cells. These cells differ in reactions to various stimuli and their development has been successfully simulated in one computational model of V1. This model, however, simulates both classes in separate layers corresponding to layers 4C and 2/3 in V1. On the contrary, experiments have shown that both categories are - in different proportions - present in both layers. In this thesis, a computational model with a realistic distribution of complex and simple cells is presented. To increase its authenticity, I incorporate long-range excitatory and short-range inhibitory lateral cortical connections as found in animals, overcoming one drawback of previous models that used long-range inhibition. To assess my model, two measures of orientation selectivity - circular variance and orientation bandwidth - were computed for each simulated neuron. Using this measures, I compared my model with data from macaque monkey. In line with biological findings, my model develops a wide diversity of orientation selectivity. Moreover, it develops maps of orientation preference and realistic receptive fields.

National Repository of Grey Literature : 74 records found   beginprevious21 - 30nextend  jump to record:
See also: similar author names
36 SÝKORA, Ondřej
1 Sýkora, Oldřich
4 Sýkora, Ota
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