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Umělý hráč pro Angry Birds
dc.contributor.advisorGemrot, Jakub
dc.creatorNikonova, Ekaterina
dc.date.accessioned2018-09-27T10:04:58Z
dc.date.available2018-09-27T10:04:58Z
dc.date.issued2018
dc.identifier.urihttp://hdl.handle.net/20.500.11956/101250
dc.description.abstractAngry Birds is a popular video game, in which the player is provided with a sequence of birds to shoot from a slingshot. The task of the game is to kill all green pigs with maximum possible score. Angry Birds appears to be a difficult task to solve for artificially intelligent agents due to the sequential decision-making, nondeterministic game environment, enormous state and action spaces and requirement to differentiate between multiple birds, their abilities and optimum tapping times. In this thesis, we are presenting several different techniques suitable for the implementation of artificial Angry Birds agent. First, we will show how limited Breath First Search can be used to estimate potentially good shooting points. After that we will discover how reinforcement learning can be applied to the Angry Birds game. Lastly, we will apply Deep reinforcement learning to Angry Birds game by implementing Double Dueling Deep Q- networks. One of our main goals was to build an agent that is able to compete in AIBirds competition and with humans on the game's first 21 levels. In order to do so, we have collected a dataset of game frames that we used to train our agent. We evaluate our agents using results of the previous participants of AIBirds competition and results of volunteer human players.en_US
dc.languageEnglishcs_CZ
dc.language.isoen_US
dc.publisherUniverzita Karlova, Matematicko-fyzikální fakultacs_CZ
dc.subjectartificial intelligenceen_US
dc.subjectreinforcement learningen_US
dc.subjectDQNen_US
dc.subjectcomputer gameen_US
dc.subjectAngry Birdsen_US
dc.subjectuměla inteligencecs_CZ
dc.subjectstrojově učenícs_CZ
dc.subjectDQNcs_CZ
dc.subjectpočítačová hracs_CZ
dc.subjectAngry Birdscs_CZ
dc.titleUmělý hráč pro Angry Birdsen_US
dc.typebakalářská prácecs_CZ
dcterms.created2018
dcterms.dateAccepted2018-09-06
dc.description.departmentDepartment of Software and Computer Science Educationen_US
dc.description.departmentKatedra softwaru a výuky informatikycs_CZ
dc.description.facultyMatematicko-fyzikální fakultacs_CZ
dc.description.facultyFaculty of Mathematics and Physicsen_US
dc.identifier.repId198051
dc.title.translatedUmělý hráč pro Angry Birdscs_CZ
dc.contributor.refereeMatzner, Filip
thesis.degree.nameBc.
thesis.degree.levelbakalářskécs_CZ
thesis.degree.disciplineGeneral Computer Scienceen_US
thesis.degree.disciplineObecná informatikacs_CZ
thesis.degree.programComputer Scienceen_US
thesis.degree.programInformatikacs_CZ
uk.thesis.typebakalářská prácecs_CZ
uk.taxonomy.organization-csMatematicko-fyzikální fakulta::Katedra softwaru a výuky informatikycs_CZ
uk.taxonomy.organization-enFaculty of Mathematics and Physics::Department of Software and Computer Science Educationen_US
uk.faculty-name.csMatematicko-fyzikální fakultacs_CZ
uk.faculty-name.enFaculty of Mathematics and Physicsen_US
uk.faculty-abbr.csMFFcs_CZ
uk.degree-discipline.csObecná informatikacs_CZ
uk.degree-discipline.enGeneral Computer Scienceen_US
uk.degree-program.csInformatikacs_CZ
uk.degree-program.enComputer Scienceen_US
thesis.grade.csVýborněcs_CZ
thesis.grade.enExcellenten_US
uk.abstract.enAngry Birds is a popular video game, in which the player is provided with a sequence of birds to shoot from a slingshot. The task of the game is to kill all green pigs with maximum possible score. Angry Birds appears to be a difficult task to solve for artificially intelligent agents due to the sequential decision-making, nondeterministic game environment, enormous state and action spaces and requirement to differentiate between multiple birds, their abilities and optimum tapping times. In this thesis, we are presenting several different techniques suitable for the implementation of artificial Angry Birds agent. First, we will show how limited Breath First Search can be used to estimate potentially good shooting points. After that we will discover how reinforcement learning can be applied to the Angry Birds game. Lastly, we will apply Deep reinforcement learning to Angry Birds game by implementing Double Dueling Deep Q- networks. One of our main goals was to build an agent that is able to compete in AIBirds competition and with humans on the game's first 21 levels. In order to do so, we have collected a dataset of game frames that we used to train our agent. We evaluate our agents using results of the previous participants of AIBirds competition and results of volunteer human players.en_US
uk.file-availabilityV
uk.publication.placePrahacs_CZ
uk.grantorUniverzita Karlova, Matematicko-fyzikální fakulta, Katedra softwaru a výuky informatikycs_CZ
thesis.grade.code1


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