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Title:Izdelava računalniško vodenega igralca na primeru igre Bomberman : diplomsko delo
Authors:ID Toplak, Andrej (Author)
ID Črepinšek, Matej (Mentor) More about this mentor... New window
ID Ravber, Miha (Comentor)
Files:.pdf UN_Toplak_Andrej_2020.pdf (1,26 MB)
MD5: 6E43B5D3E2EE22124F652EAF7FC9795B
PID: 20.500.12556/dkum/742b10c8-e934-4518-8480-18dd61b6a380
 
Language:Slovenian
Work type:Bachelor thesis/paper
Typology:2.11 - Undergraduate Thesis
Organization:FERI - Faculty of Electrical Engineering and Computer Science
Abstract:V diplomskem delu sta predstavljeni ogrodje za izdelavo računalniških iger LibGDX, ogrodje za implementacijo umetne inteligence v igre GdxAi, ter poskus izdelave namizne aplikacije za igro Bomberman z uporabo teh dveh ogrodij. Igra vsebuje računalniško vodenega igralca z nastavljivo stopnjo težavnosti. Za izdelavo računalniško vodenega igralca je uporabljen sistem končnih avtomatov.
Keywords:igra, umetna inteligenca, java, iskanj poti
Place of publishing:Maribor
Place of performance:Maribor
Publisher:[A. Toplak]
Year of publishing:2020
Number of pages:VIII, 37 f.
PID:20.500.12556/DKUM-77477 New window
UDC:004.96:004.8(043.2)
COBISS.SI-ID:39935491 New window
NUK URN:URN:SI:UM:DK:XHPJMENS
Publication date in DKUM:03.11.2020
Views:1036
Downloads:82
Metadata:XML DC-XML DC-RDF
Categories:KTFMB - FERI
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:01.09.2020

Secondary language

Language:English
Title:Creating a computer-controlled player on a Bomberman game example
Abstract:This diploma thesis presents a framework for the creation of computer games LibGDX, a framework for the implementation of artificial intelligence in games GdxAi, and an attempt to create a desktop application for the game Bomberman using these two frameworks. The game contains a computer-controlled player with an adjustable level of difficulty. A system of finite state machines is used to make a computer-controlled player.
Keywords:game, artificial inteligance, java, pathfinding


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