National Repository of Grey Literature 12 records found  1 - 10next  jump to record: Search took 0.00 seconds. 
Navigation Mesh for the Virtual Environment of Unreal Tournament 2004
Tomek, Jakub ; Gemrot, Jakub (advisor) ; Krajíček, Václav (referee)
Navigation mesh is a form of representation of a virtual environment, which allows effective navigation of intelligent virtual agents. This thesis deals with the development of a navigation mesh for the intelligent virtual agents in the environment of the computer game Unreal Tournament 2004. Before the development of the navigation mesh, the navigation graph was the only available representation of the environment that the agents could use for navigation. The navigation graph however provides only limited information about the environment. With the use of the navigation mesh the agents are able to navigate in the environment faster and over shorter paths. Creation of the navigation mesh from the environment's geometry extracted from Unreal Tournament 2004 map files is a part of the thesis. Finally, a new navigation module for Pogamut 3 - a platform that allows creation and controlling of intelligent virtual agents, is implemented. The new navigation module consists of the navigation mesh and a set of navigation algorithms Powered by TCPDF (www.tcpdf.org)
Evaluation of languages for creating intelligent virtual agent behaviors
Vykouk, Ondřej ; Gemrot, Jakub (advisor) ; Bureš, Tomáš (referee)
There are dozens of formalisms specialized programming intelligent virtual agents (IVA). However, there is lack of an evaluation, which would provide the designer of a new agent with an overview of their usability in real-world applications. The goal of this study was evaluation of selected formalisms in order to identify their shortcomings and suggesting improvements. These improvements would allow the designer more accurate control of the IVA's behavior. Evaluation of formalisms was designed based on real-world scenarios and their implementation in different formalisms using the platform Pogamut 3. One of the formalisms is Jason (AgentSpeak language interpreter) and it was connected to that platform as a part of this thesis. During the implementation of the scenarios were identified some problems which make creating the behavior of intelligent virtual agents harder. For these problems was proposed solution in the form of action selection mechanism (ASM) prototype and the basic methodology for designing agents with this ASM. The results of this study could be a starting point for more advanced action selection mechanism, which would allows more precise control of the behavior of intelligent virtual agents. Powered by TCPDF (www.tcpdf.org)
IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004
Macháč, Bohuslav ; Gemrot, Jakub (advisor) ; Mráz, František (referee)
Title: IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004 Author: Bohuslav Macháč Department / Institute: Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: PogamutUT2004 is an extension of the Pogamut platform designed for developing intelligent virtual agents (IVAs) in Unreal Tournament 2004. Navigation of IVAs in Pogamut is handled by a navigation system, which uses a navigation graph as an environment abstraction. Navigation mesh is a new, more advanced abstraction, but the existing navigation system is not capable of using its advantages. We created a new navigation system, which exploits advantages of the navigation mesh and solves several other issues of the old one. We show that the new navigation system improves the quality of navigation. To demonstrate the quality improvement, an evaluation framework was created for the comparison of navigation systems. Systems were compared in terms of total number of significant paths on the map, which the system is able to follow, length of the path and time of the navigation. We selected 18 different maps for thorough evaluation and we performed the basic evaluation on 58 other maps. The new system is more...
Controlling Virtual People
Gemrot, Jakub ; Brom, Cyril (advisor) ; Dignum, Frank (referee) ; Holeňa, Martin (referee)
Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable...
Comparing reactive techniques to classical planning for intelligent virtual agents
Černý, Martin ; Gemrot, Jakub (advisor) ; Balyo, Tomáš (referee)
Many contemporary computer games can be described as dynamic real-time simulations inhabited by autonomous intelligent virtual agents (IVAs) where most of the environment structure is immutable and navigating through the environment is one of the most common activities. Though controlling the behaviour of such agents seems perfectly suited for action planning techniques, planning is not widely adopted in existing games. This paper attempts to answer the question whether the current academic planning technology is ready for integration to existing games and under which conditions. The paper compares reactive techniques to classical planning in handling the action selection problem for IVAs in game-like environments. Several existing classical planners that occupied top positions in the International Planning Competition were connected to the virtual environment of Unreal Development Kit via the Pogamut platform. Performance of IVAs employing those planners and IVAs with reactive architecture was measured on a class of game like test environments under different levels of external interference. It was shown that agents employing classical planning outperform reactive agents only if the size of the planning problem is small or if the environment changes are either hostile to the agent or not very frequent.
Controlling Virtual People
Gemrot, Jakub ; Brom, Cyril (advisor) ; Dignum, Frank (referee) ; Holeňa, Martin (referee)
Title: Controlling Virtual People Author: Mgr. Jakub Gemrot Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, PhD. Abstract: In this thesis, we provide a computational formalization of reactive planning as a paradigm for decision making of intelligent virtual agents and videogame non-player characters. We formalize agent decision-making (ADM) as a process of deciding on which body actions to execute next and differentiate it from agent reasoning as a process of computing facts needed for decision making. We show that imperative programming languages are not suitable for ADM specification and explain why they are not suitable. Thereafter, we create a new computational model that we use as the basis for the definition of Behavior Design Language (BDL). We show that BDL can model decision-making specified by scripting, hierarchical finite-state machines, AgentSpeak(L), GOAL, SPOSH and Behavior trees. Importantly, BDL can model these approaches economically in terms of the number of behavior primitives. The key strengths of the BDL language are: versatility (it can mix decision making patterns of multiple languages together), extensibility (it allows developers to devise new language primitives as they see fit), and generality (it can abstract any computable...
API implementation for IVA development in Minecraft
Lelič, Jozef ; Bída, Michal (advisor) ; Pilát, Martin (referee)
Minecraft is a 3D computer game enabling players living in a Minecraft block world to create structures, hunt animals, mine materials and virtually change the shape of their surrounding environment all together. However some of the aspects of the game can become repetitive and boring. The goal of this thesis is to create a framework enabling the player to develop intelligent virtual agents (or bots) that will help the player with the repetitive tasks (such as mining or building). The framework should be easy to use and should allow for extensions. Part of the thesis is to create a set of example agents solving basic tasks in the game. Powered by TCPDF (www.tcpdf.org)
IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004
Macháč, Bohuslav ; Gemrot, Jakub (advisor) ; Mráz, František (referee)
Title: IVA Movement Quality Improvement for the Virtual Environment of Unreal Tournament 2004 Author: Bohuslav Macháč Department / Institute: Department of Software and Computer Science Education Supervisor of the master thesis: Mgr. Jakub Gemrot, Department of Software and Computer Science Education Abstract: PogamutUT2004 is an extension of the Pogamut platform designed for developing intelligent virtual agents (IVAs) in Unreal Tournament 2004. Navigation of IVAs in Pogamut is handled by a navigation system, which uses a navigation graph as an environment abstraction. Navigation mesh is a new, more advanced abstraction, but the existing navigation system is not capable of using its advantages. We created a new navigation system, which exploits advantages of the navigation mesh and solves several other issues of the old one. We show that the new navigation system improves the quality of navigation. To demonstrate the quality improvement, an evaluation framework was created for the comparison of navigation systems. Systems were compared in terms of total number of significant paths on the map, which the system is able to follow, length of the path and time of the navigation. We selected 18 different maps for thorough evaluation and we performed the basic evaluation on 58 other maps. The new system is more...
Navigation Mesh for the Virtual Environment of Unreal Tournament 2004
Tomek, Jakub ; Gemrot, Jakub (advisor) ; Krajíček, Václav (referee)
Navigation mesh is a form of representation of a virtual environment, which allows effective navigation of intelligent virtual agents. This thesis deals with the development of a navigation mesh for the intelligent virtual agents in the environment of the computer game Unreal Tournament 2004. Before the development of the navigation mesh, the navigation graph was the only available representation of the environment that the agents could use for navigation. The navigation graph however provides only limited information about the environment. With the use of the navigation mesh the agents are able to navigate in the environment faster and over shorter paths. Creation of the navigation mesh from the environment's geometry extracted from Unreal Tournament 2004 map files is a part of the thesis. Finally, a new navigation module for Pogamut 3 - a platform that allows creation and controlling of intelligent virtual agents, is implemented. The new navigation module consists of the navigation mesh and a set of navigation algorithms Powered by TCPDF (www.tcpdf.org)
Evaluation of languages for creating intelligent virtual agent behaviors
Vykouk, Ondřej ; Gemrot, Jakub (advisor) ; Bureš, Tomáš (referee)
There are dozens of formalisms specialized programming intelligent virtual agents (IVA). However, there is lack of an evaluation, which would provide the designer of a new agent with an overview of their usability in real-world applications. The goal of this study was evaluation of selected formalisms in order to identify their shortcomings and suggesting improvements. These improvements would allow the designer more accurate control of the IVA's behavior. Evaluation of formalisms was designed based on real-world scenarios and their implementation in different formalisms using the platform Pogamut 3. One of the formalisms is Jason (AgentSpeak language interpreter) and it was connected to that platform as a part of this thesis. During the implementation of the scenarios were identified some problems which make creating the behavior of intelligent virtual agents harder. For these problems was proposed solution in the form of action selection mechanism (ASM) prototype and the basic methodology for designing agents with this ASM. The results of this study could be a starting point for more advanced action selection mechanism, which would allows more precise control of the behavior of intelligent virtual agents. Powered by TCPDF (www.tcpdf.org)

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