1,721,079 research outputs found

    Drama manager by means of Petri Nets

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    The results of virtual storytelling are used in interactive computer games or e-learning applications. The plot of a virtual story can be viewed as a distributed system, which was formalized by Carl Adam Petri in his work called Petri nets. This formalism was already used in the virtual storytelling area, but it was never used for describing a story in a virtual environment. In our work, we extend the basic Petri net model in a way which makes it easily usable for the specification of a plot of the story and for its progression. We also implement the model together with debugging tools. Moreover, we allow representing of stories using XML based format, which enables easy collaboration between the programmer and the author of the story

    Ideal Bayesian Observer with reduced detectability map

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    Title: Ideal Bayesian Observer with reduced detectability map Author: Josef Amemori Department: Department of Software and Computer Science Education Supervisor: Mgr. Filip Děchtěrenko, Department of Software and Computer Science Education Abstract: A computational modeling of the human vision is a challenging task. In recent years, a biologically inspired model Ideal Bayesian Observer was created for the visual search task (Najemnik & Geisler, 2005). The model predicts eye movements when searching for Gabor patch in 1/f noise. In their work, they observed similarity between distributions of fixations and saccades predicted by Ideal Bayesian Observer and distributions of fixations and saccades from a human observer. In this work, we have implemented Ideal Bayesian Observer with degenerated visual field and compared the model with behavior of a human. Keywords: Ideal Bayesian Observer, eye movements, modeling, central scotom

    Level-of detail AI: a prototype of a large virtual world

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    Title: Level of Detail AI: a prototype of a large virtual world Author: David Skupien Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, Ph.D. Abstract: The Level Of Detail technique (LOD) is an established means of optimization in computer graphics. It uses the limitations of human perception to spare system resources. Progressively, this approach has found its use in artificial intelligence. This adaptation, commonly known as LOD AI, is used to optimize autonomous agent control in large virval worlds. This thesis consists of two parts. The first part deals with standing LOD AI uses, mostly focusing on the IVE project. The second part directly uses the IVE project to implement a LOD AI game using the LOD based reactive planning algorithm called S-GHRP over the ISMA representation. The above game is then tested on respondents to verify the practical usability of S-GHRP/ISMA. In its conclusion, this thesis briefly ponders the possibilities of further development of techniques used in the IVE project, based on previous findings. Keywords: artificial intelligence, LOD AI, virtual agent, large virtual world, IV

    Episodic Memory with Believable Forgetting

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    Title: Episodic Memory with Believable Forgetting Author: Tomáš Soukup Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, Ph.D., DSCSE Abstract: Presented thesis introduces a model of episodic memory for virtual humans extended by believable forgetting based on rating of memories according to their importance. It is inspired by a psychological model of E. Tulving and experiments of W.A. Wagenaar and M. Linton and builds on a memory model for a human-like agent developed by Klára Pešková, which we modified for the needs of forgetting. Our model takes advantage of the level-of-detail approach to forget the parts of memories gradually. In addition to the age and particularity of memories, emotiveness is also considered during the rating of memories. A simple emotional model was created for this purpose. The functionality of our model was verified by implementing it into a prototype application, which simulates the life of a virtual human in a virtual world. Our experiments showed that the behavior of our model, when configured properly, corresponds with the psychological concepts. Keywords: episodical memory, forgetting, virtual human, emotion, believabilit

    Wildmen: strategická hra v terraformovatelném světě

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    Title: Wildman: A real-time strategy game with world terraforming features Author: Filip Ressler Department / Institute: Department of distributed and dependable systems Supervisor of the bachelor thesis: Mgr. Pavel Ježek, Ph.D., Department of distributed and dependable systems Abstract: Nowadays real-time strategies are based on the conflict of enemy fractions, where the armies of the players fight against each other. However, these strategic games do not have a unit which would represent the player on the battlefield. A unit which would have the power to alter the landscape or use powerful attack against the enemy forces, but a unit which loss would mean defeat for its player. In this thesis we present a 2.5D real-time strategy using the C# language and .NET Framework, which can be played with other players over the network. This game focuses on the abilities of the critical unit representing player, its attacks and abilities to alter terrain. This project allows simple modification of the game or addition of a new content by editing XML files, files with C# code and image files. Keywords: Real-time strategy, multiplayer game, map terraformation, modifiable gam

    Going Beyond Counting First Authors in Author Co-citation Analysis

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    The present study examines one of the fundamental aspects of author co-citation analysis (ACA) - the way co-citation counts are defined. Co-citation counting provides the data on which all subsequent statistical analyses and mappings are based, and we compare ACA results based on two different types of co-citation counting - the traditional type that only counts the first one among a cited work's authors on the one hand and a non-traditional type that takes into account the first 5 authors of a cited work on the other hand. Results indicate that the picture produced through this non-traditional author co-citation counting contains more coherent author groups and is therefore considerably clearer. However, this picture represents fewer specialties in the research field being studied than that produced through the traditional first-author co-citation counting when the same number of top-ranked authors is selected and analyzed. Reasons for these effects are discussed

    DyBaNeM: Bayesian Model of Episodic Memory

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    Title: DyBaNeM: Bayesian Model of Episodic Memory Author: Mgr. Rudolf Kadlec E-mail: [email protected] Department: Department of Software and Computer Science Education Supervisor: Mgr. Cyril Brom, Ph.D. Department of Software and Computer Science Education Abstract: Artificial agents endowed with episodic (or autobiographic) memory systems have the abilities to remember and recall what happened to them in the past. The existing Episodic Memory (EM) models work as mere data-logs with indexes: they enable record, retrieval and delete operations, but rarely organize events in a hierarchical fashion, let alone abstract automatically detailed streams of "what has just happened" to a "gist of the episode." Consequently, the most interest- ing features of human EM, reconstructive memory retrieval, emergence of false memory phenomena, gradual forgetting and predicting surprising situations are out of their reach. In this work we introduce a computational framework for episodic memory modeling called DyBaNeM. DyBaNeM connects episodic mem- ory abilities and activity recognition algorithms and unites these two computer science themes in one framework. This framework can be conceived as a general architecture of episodic memory systems, it capitalizes on Bayesian statistics and, from the psychological..

    Belieavable decision making in large scale open world games for ambient characters

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    ] Title: Believable Decision Making in Large Scale Open World Games for Ambient Characters Author: Tomáš Plch Department / Institute: Department of Software and Computer Science Education Supervisor of the doctoral thesis: Mgr. Cyril Brom, Ph. D., Department of Software and Computer Science Education Abstract: Large scale open worlds for computer games are inhabited by populations of Non- Player Characters (NPC). Believability of these NPCs is key in presenting immersive gameplay to the player. Managing complexity of NPC behaviors is a fundamental game development problem. This thesis is focused on increasing believability of NPCs' behaviors by providing an enhanced language for specifying action selection for these characters. The language is based on the Behavior Tree paradigm combined with object-oriented programming. We introduce our language's mechanisms that enable a developer to create complex, yet maintainable behaviors for individual NPCs. Second, we introduce our mechanism called Intelligent Environment aimed at maintaining a believable game environment able to adapt to player's actions and NPC's behaviors. Thirdly, we present our Smart construct concept which provides NPCs with context relevant behaviors from dedicated behavior containers to employ them when present at locations, using objects,..

    Controlling Virtual People

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    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..
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