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Thesis details
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Plánovač zahájení pro počítačovou hru StarCraft: Brood War
Thesis title in Czech: Plánovač zahájení pro počítačovou hru StarCraft: Brood War
Thesis title in English: Opening Planner for Computer Game StarCraft: Brood War
Key words: umělá inteligence|plánování|zahájení hry|StarCraft: Brood War
English key words: artificial intelligence|planning|early game|StarCraft: Brood War
Academic year of topic announcement: 2017/2018
Thesis type: Bachelor's thesis
Thesis language: čeština
Department: Department of Software and Computer Science Education (32-KSVI)
Supervisor: Mgr. Jakub Gemrot, Ph.D.
Author: hidden - assigned and confirmed by the Study Dept.
Date of registration: 14.11.2017
Date of assignment: 14.11.2017
Confirmed by Study dept. on: 22.11.2017
Date and time of defence: 10.09.2021 09:00
Date of electronic submission:19.08.2021
Date of submission of printed version:22.07.2021
Date of proceeded defence: 10.09.2021
Opponents: RNDr. Jan Hric
 
 
 
Guidelines
Cílem práce je návrh a implementace plánovače zahájení pro počáteční fázi hry StarCraft: Brood War (SCBW). Cílem je především poskytnout optimální plán pro uživatelem specifikované zahájení hry; plánovač tak musí být schopen reflektovat cestu, které jednotky musí urazit ve hře při pohybu ke svému cíli. Výstup plánovače bude otestován v rámci UAlbertaBot či jiné umělé inteligence hrající SCBW.
References
Blackford, J., & Lamont, G. B. (2014, September). The Real-Time Strategy Game Multi-Objective Build Order Problem. In AIIDE.
Buro, M., & Churchill, D. (2012). Real-time strategy game competitions. AI Magazine, 33(3), 106.
Churchill, D., & Buro, M. (2011, October). Build Order Optimization in StarCraft. In AIIDE (pp. 14-19).
Churchill, D., & Buro, M. (2012, October). Incorporating search algorithms into RTS game agents. In AI and Interactive Digital Entertainment Conference, AIIDE (AAAI).
Churchill, David. "UAlbertaBot: StarCraft AI Competition Bot." (2015). Retrieved from: https://github.com/davechurchill/ualbertabot
Kovarsky, A., & Buro, M. (2006, November). A first look at build-order optimization in real-time strategy games. In Proceedings of the GameOn Conference (pp. 18-22).
 
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