dc.contributor.advisor | Kudová, Petra | |
dc.creator | Kadlec, Rudolf | |
dc.date.accessioned | 2017-04-12T09:52:34Z | |
dc.date.available | 2017-04-12T09:52:34Z | |
dc.date.issued | 2008 | |
dc.identifier.uri | http://hdl.handle.net/20.500.11956/17224 | |
dc.description.abstract | In the present work we study evolution of both high-level and low-level behaviour of agents in the environment of the commercial game Unreal Tournament 2004. For optimization of high-level behaviour in Deathmatch and Capture the flag game modes a new functional architecture for description of player's behaviour was designed and implemented. Then a genetic programming technique was used to optimise it. Experiments with both standard evolution schema and with coevolution are presented. In second series of experiments the NEAT algo- rithm was used to evolve low-level missile avoidance behaviour (so called "dodging"). | en_US |
dc.language | English | cs_CZ |
dc.language.iso | en_US | |
dc.publisher | Univerzita Karlova, Matematicko-fyzikální fakulta | cs_CZ |
dc.title | Evoluce chování inteligentních agentů v počítačových hrách | en_US |
dc.type | diplomová práce | cs_CZ |
dcterms.created | 2008 | |
dcterms.dateAccepted | 2008-09-17 | |
dc.description.department | Katedra softwarového inženýrství | cs_CZ |
dc.description.department | Department of Software Engineering | en_US |
dc.description.faculty | Faculty of Mathematics and Physics | en_US |
dc.description.faculty | Matematicko-fyzikální fakulta | cs_CZ |
dc.identifier.repId | 48432 | |
dc.title.translated | Evoluce chování inteligentních agentů v počítačových hrách | cs_CZ |
dc.contributor.referee | Holan, Tomáš | |
dc.identifier.aleph | 001105690 | |
thesis.degree.name | Mgr. | |
thesis.degree.level | navazující magisterské | cs_CZ |
thesis.degree.discipline | Teoretická informatika | cs_CZ |
thesis.degree.discipline | Theoretical Computer Science | en_US |
thesis.degree.program | Informatika | cs_CZ |
thesis.degree.program | Computer Science | en_US |
uk.thesis.type | diplomová práce | cs_CZ |
uk.taxonomy.organization-cs | Matematicko-fyzikální fakulta::Katedra softwarového inženýrství | cs_CZ |
uk.taxonomy.organization-en | Faculty of Mathematics and Physics::Department of Software Engineering | en_US |
uk.faculty-name.cs | Matematicko-fyzikální fakulta | cs_CZ |
uk.faculty-name.en | Faculty of Mathematics and Physics | en_US |
uk.faculty-abbr.cs | MFF | cs_CZ |
uk.degree-discipline.cs | Teoretická informatika | cs_CZ |
uk.degree-discipline.en | Theoretical Computer Science | en_US |
uk.degree-program.cs | Informatika | cs_CZ |
uk.degree-program.en | Computer Science | en_US |
thesis.grade.cs | Výborně | cs_CZ |
thesis.grade.en | Excellent | en_US |
uk.abstract.en | In the present work we study evolution of both high-level and low-level behaviour of agents in the environment of the commercial game Unreal Tournament 2004. For optimization of high-level behaviour in Deathmatch and Capture the flag game modes a new functional architecture for description of player's behaviour was designed and implemented. Then a genetic programming technique was used to optimise it. Experiments with both standard evolution schema and with coevolution are presented. In second series of experiments the NEAT algo- rithm was used to evolve low-level missile avoidance behaviour (so called "dodging"). | en_US |
uk.publication.place | Praha | cs_CZ |
uk.grantor | Univerzita Karlova, Matematicko-fyzikální fakulta, Katedra softwarového inženýrství | cs_CZ |
dc.identifier.lisID | 990011056900106986 | |