IMPLEMENTASI ALGORITMA BREADTH FIRST SEARCH PADA PACMAN UNTUK MENGATUR PERGERAKAN KARAKTERImplementasi Algoritma Breadth First Search Pada Pacman Untuk Mengatur Pergerakan Karakter

Authors

  • Ulza Alkindi Universitas AMIKOM Yogyakarta
  • Nur Akhmad Universitas AMIKOM Yogyakarta
  • Yogo Kartiko Universitas AMIKOM Yogyakarta
  • Triono Putro Universitas AMIKOM Yogyakarta
  • Rumini Rumini Universitas AMIKOM Yogyakarta

DOI:

https://doi.org/10.30865/jurikom.v5i6.1004

Abstract

Artificial intelligence is an important factor in games between humans against computers (NPC = Non-Character Player). One method of artificial intelligence that can be used is the Breadth First Search (BFS) algorithm and fuzzy logic. This study chose the classic Pac-Man game, in the game the Pac-Man BFS algorithm was applied to the process of finding and pursuing Pac-Man. For fuzzy logic, the Sugeno method is used when making decisions, namely ghost behavior in the game. The methodology used is the prototype methodology. In the testing process, the BFS algorithm is used in the black box testing technique, while the Sugeno fuzzy logic method is used to compare computation testing during decision making. With the testing process, it can be drawn that the appropriate BFS algorithm to find the shortest path while pursuing Pac-Man and Sugeno Fuzzy Logic method can be used for ghost behavior decision making with search speed 10 times faster than DFS algorithm.

Author Biography

Ulza Alkindi, Universitas AMIKOM Yogyakarta

UNIVERSITAS AMIKOM YOGYAKARTA

Jalan Ring Road Utara, Condongcatur, Depok, Ngringin, Condongcatur, Kec. Depok, Kabupaten Sleman, Daerah Istimewa Yogyakarta

References

Wardana, M.I, Sumpeno, S, dan Hariadi, M. 2009.Kecerdasan Buatan dalam. Game untuk Merespon Emosi dari Teks Berbahasa Indonesia. Menggunakan Klasifikasi Teks dan Logika Fuzzy. Teknik Elektro, Institut Teknologi Sepuluh Nopember Surabaya.

J.F. Kelly, Lego Mindstroms NXT 2.0: The King’s Treasure, Springer, New York, 2009.

T.H. Cormen, C.E. Leiserson, R.L. Rivest, & C. Stein, Introduction to Algorithm. 2nd ed, The MIT Press, Massachusetts, 2001.

A.S.R. Ansori, M. Hariadi, W. Endah,"Pemodelan Retakan Tiga Dimensi Akibat Ledakan Untuk Serious Games", in Proc. Semnasteknomedia 2013, pp.13-1, Januari 13,2013.

A.S.R. Ansori, M. Hariadi, W. Endah,"Pemodelan Retakan Tiga Dimensi Akibat Ledakan Untuk Serious Games", in Proc. Semnasteknomedia 2013, pp.13-1, Januari 13,2013.

Github.com

Additional Files

Published

2018-12-01

How to Cite

Alkindi, U., Akhmad, N., Kartiko, Y., Putro, T., & Rumini, R. (2018). IMPLEMENTASI ALGORITMA BREADTH FIRST SEARCH PADA PACMAN UNTUK MENGATUR PERGERAKAN KARAKTERImplementasi Algoritma Breadth First Search Pada Pacman Untuk Mengatur Pergerakan Karakter. JURNAL RISET KOMPUTER (JURIKOM), 5(6), 599–604. https://doi.org/10.30865/jurikom.v5i6.1004