This thesis resolves the artificial intelligence representation in computer games. The goal was to find it's suitable interpretation methods. The issue was solved with "map"implementation, which is the n-dimension matrix holding the information about current game state for the concrete player. There were various types of these matrixes used in this thesis. Furthermore was designed a way to evolve computer opponents during the gameplay and created an algorithm, that gives the idea of the space in which it is located. Benefit from this thesis is a solution that makes artificial adversary close to human gameplay behavior. The outcome could also be used in simulators for military battles in real world
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