National Repository of Grey Literature 9 records found  Search took 0.01 seconds. 
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.
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.
Genetic Algorithms - Multi-core CPU Implementation
Studnička, Vladimír ; Kuba, Martin (referee) ; Matoušek, Radomil (advisor)
his diploma thesis deals with creating the most universal library of genetic algorithms in C++, as much as possible, implemented with the certain number of universal operators, and then with testing created library on some examples. Library must support multi-core processors, implementation will be done over OpenMP. The library will be tested on three examples in all. The first two examples are mathematical functions, that are used just for genetic algorithms testing. Last problem for test is N-Queens problem. Finally we will use genetic algorithms to try find solution for Eternity II puzzle, there is declared a 2 million bounty for full solution.
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.
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.
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.
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.
Genetic Algorithms - Multi-core CPU Implementation
Studnička, Vladimír ; Kuba, Martin (referee) ; Matoušek, Radomil (advisor)
his diploma thesis deals with creating the most universal library of genetic algorithms in C++, as much as possible, implemented with the certain number of universal operators, and then with testing created library on some examples. Library must support multi-core processors, implementation will be done over OpenMP. The library will be tested on three examples in all. The first two examples are mathematical functions, that are used just for genetic algorithms testing. Last problem for test is N-Queens problem. Finally we will use genetic algorithms to try find solution for Eternity II puzzle, there is declared a 2 million bounty for full solution.
Customer Relationships Valuation Method
Malach, Jakub ; Vlček, Radim (advisor) ; Fotr, Jiří (referee) ; Tomek, Gustav (referee)
Cílem disertační práce je navrhnout metodu hodnocení vztahů se zákazníky. Mezi hlavní přínosy disertační práce pro teorii Customer Relationship Managementu (CRM) patří: Komplexní analýza současného stavu hodnocení vztahů se zákazníky. Návrh obecných kritérií hodnocení vztahu se zákazníkem popisujících základní složky hodnoty vztahu a jejich ověření. Identifikace a systematizace principů konceptu CRM. Návrh integrace hodnotících procesů do cyklu CRM včetně identifikace principů fungování cyklu CRM. Návrh systému hodnocení vztahů se zákazníky. Návrh obecného předpisu hodnotící funkce, typů oborů hodnot funkce a konceptu dimenze indikátoru hodnoty vztahu se zákazníkem. Návrh obecného a specifického modelu hodnocení vztahů se zákazníky, prvků modelu a determinantů prvků modelu. Návrh struktury procesu hodnocení vztahů. Ověření předpokladů obecného modelu hodnocení vztahů. Ověření hypotéz modifikace obecného modelu hodnocení podle specifických vlastností hodnotící firmy. Návrh manažerského nástroje VMT (Valuation Model Tool) a způsobu jeho praktické aplikace.

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