National Repository of Grey Literature 20 records found  1 - 10next  jump to record: Search took 0.01 seconds. 
Chess Program with Various Chess Variations
Mydliar, Ján ; Křena, Bohuslav (referee) ; Rozman, Jaroslav (advisor)
The main task was create a program allowing human play against the computer and computer to computer with the option selected variants of chess. To start work describes algorithms for playing games and their various features. The following is a copy of selected options, evaluation function, the changes on top of the program and the graphical user interface.
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.
Chess Program for Bughouse Variant
Staňa, Marek ; Křena, Bohuslav (referee) ; Rozman, Jaroslav (advisor)
This thesis describes process of creating a chess program playing Bughouse variant allowing to play against human or other programs. Firstly explains difference in Bughouse rules from classic chess, main part is about artificial intelligence. It compares individual methods used for making chess programs and adapts them to Bughouse variant.
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.
Chess Program with Various Chess Variations with New Figure
Dostál, Martin ; Křena, Bohuslav (referee) ; Rozman, Jaroslav (advisor)
This thesis deals with an analysis and evaluation of methods and algorithms needed for successfull implementation of a chess program. Both the basic principles and further currently used extensions of these methods and algorithms are stated with a goal to implement a quality chess program playing different chess variations including a new figure. This thesis also introduces the basic pillars of every chess program - these pillars include board representation, state space search, evaluation of a game state and changes required for implementation of new chess variations. A comparison of difficulties of individual methods is included for an overview.
Arimaa
Kanis, Martin ; Škoda, Petr (referee) ; Smrž, Pavel (advisor)
Arimaa is a board game with simple rules. It is simple for human but at the same time difficult for computers. The aim of this bachelor thesis is to familiarize with game playing methods with features of the artificial intelligence. The next aim is to design and implement the program, that would be able to play against others players and programs. The most important features of the program are move generation, search and evaluation of positions. At the end, the program was tested on the game server, where played against others programs.
The Hnefatafl Board Game Artificial Intelligence
Stratilová, Lenka ; Doležel, Michal (referee) ; Kubát, David (advisor)
The main task of this bachelor thesis is to design, create and test the Hnefatafl board game artificial intelligence. In the beginning of thesis are description of Hnefatafl rules with its variations and the most common algorithms of artificial intelligence. The following describes the implementation and testing. The game allows two players mode, player against computer mode and two computers mode.
Algorithms for Tafl Games
Halmo, Kryštof ; Kočí, Radek (referee) ; Zbořil, František (advisor)
The goal for this work is to create a program witch allows the possibility to play some types of Tafle games against a some algorithms or against a other player. Algorithms used in the solution wear MCTS, Alfabeta and Minmax whit heurystyks which help to find a move faster and evaluate the game board whit specified parameters. Created solution allows the user to select the parameters for running this program. Results of this work provides a comparison between different types of Tafle games and the comparison of different types of algorithms agents one another.
Chess Program with Various Chess Variations with Various Set of Figures
Škandera, František ; Žák, Jakub (referee) ; Rozman, Jaroslav (advisor)
The goal of this thesis was to create a chess program able to play various chess variations with various set of figures. The first part of the work deals with the general matters of creating a chess program and implementing a chess artificial intelligence. In the second part we analyze individual chosen chess variations and suggest strategies for their implementation. Eventually we describe the implementation of the created application itself and its structure.
Artificial Intelligence for Game Playing
Kučírek, Tomáš ; Šperka, Svatopluk (referee) ; Smrž, Pavel (advisor)
Arimaa is a strategic board game for two players. It was designed to be simple for human players and difficult for computers. The aim of this thesis is to design and implement the program with features of the artificial intelligence, which would be able to defeat human players. The implementation was realized in the three key parts: evaluation position, generation of moves and search. The program was run on the game server and defeated many bots as well as human players.

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