Umělá inteligence pro hru Bomberman
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Vysoká škola báňská – Technická univerzita Ostrava
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The aim of this bachelor thesis was to implement a graphical user interface for the game Bomberman using the Python programming language with the Pygame library to enable the integration of artificial intelligence for game play. The Q-learning method was chosen to control the behaviour of the artificial intelligence. In order to achieve more efficient performance, a dynamic Q-table was used, resulting in a significant improvement in the speed of data retrieval and storage, as well as minimizing empty values in the table.
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computer graphics, artificial intelligence, Q-learning