Implementasi Algoritma Boyer Moore Pada Aplikasi Game Word Scramble

 (*)Dikky Hermawan Mail (Universitas Budi Darma, Medan, Indonesia)

(*) Corresponding Author

Abstract

Word Scramble is a game of arranging letters with different levels of frequency to be filled on a 4x4 square board, each box is filled with different or the same letter depending on the value obtained. A score or value is obtained if the letters arranged are in accordance with the arrangement letters of the word stored in the answer database. The computer will match the letters compiled with the answers in the database using a string matching algorithm. One of the string matching algorithms that can quickly match letters is the Boyer Moore algorithm. Boyer Moore algorithm is the most efficient string search algorithm and has become the standard of string search systems. This algorithm detects patterns in strings by comparing characters in different sequences. The search for solutions in the Word Scramble Game application is implemented using the Boyer Moore algorithm to prove whether the Boyer Moore algorithm can perform string searches in the Word Scramble Game, using UML and Android planning developments

 

Word Scramble is a game of arranging letters with different levels of frequency to be filled on a 4x4 square board, each box is filled with different or the same letter depending on the value obtained. A score or value is obtained if the letters arranged are in accordance with the arrangement letters of the word stored in the answer database. The computer will match the letters compiled with the answers in the database using a string matching algorithm. One of the string matching algorithms that can quickly match letters is the Boyer Moore algorithm. Boyer Moore algorithm is the most efficient string search algorithm and has become the standard of string search systems. This algorithm detects patterns in strings by comparing characters in different sequences. The search for solutions in the Word Scramble Game application is implemented using the Boyer Moore algorithm to prove whether the Boyer Moore algorithm can perform string searches in the Word Scramble Game, using UML and Android planning developments.

Keywords


Word Scramble, Boyer Moore's Algorithm, Android

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References

G. L. Ginting, “Penerapan Algoritma Boyer Moore Pada Aplikasi Pengajuan Judul Skripsi Berbasis Web,” Inf. dan Teknol. Ilm., vol. III, p. 10, 2014.

S. Kristanto, A. Rachmat, and R. G. Santosa, “Implementasi Algoritma Boyer-Moore Pada Permainan Word Search Puzzle,” no. November, pp. 1–8, 2013.

M. Ikbal, Penerapan Algoritma Pencarian Berurutan Pada Permainan Word Scramble. .

R. Sarno, Y. Anistyasari, and R. Fitri, Semantic Search. Yogyakarta: Penerbit Andi, 2012.

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