SMART AGENT MULTI PERILAKU UNTUK LAWAN PEMAIN (NON-PLAYER CHARACTER) BERBASIS KECERDASAN KOMPUTASIONAL

NUGROHO, SUPENO MARDI SUSIKI (2013) SMART AGENT MULTI PERILAKU UNTUK LAWAN PEMAIN (NON-PLAYER CHARACTER) BERBASIS KECERDASAN KOMPUTASIONAL. Doctoral thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Disertasi ini ini menuju keinginan membuat perilaku Computer Controlled Character atau Non-Player Character (NPC) menjadi lebih pintar,lebih realistik dan tampak beli- eveable. Penelitian ini mengeksplorasi metode pembangkitan kecerdasan untuk perilaku tim perang secara khusus dalam multi perilaku NPC Squad Combat Game (SCG), sela- in juga diaplikasikan pada game lain. Secara khusus diteliti multi perilaku NPC secara perseorangan, secara berkelompok, dan cara berkoordinasinya. Untuk mewujudkan itu, digunakan Kecerdasan Komputational/Computational Intelli- gence pada perilaku NPC, meliputi: variasi perilaku tempur NPC, pengambilan keputusan kelompok NPC, dan optimasi perilaku NPC untuk penentuan musuh.Variasi perilaku tem- pur NPC diusulkan dengan metode Probabilistik dengan distribusi Gaussian dan logika fuzzy. Kemampuan pengambilan keputusan kelompok untuk game perang jarak dekat dan jarak jauh diusulkan menggunakan fuzzy logic dan fuzzy coordinator. Optimasi peri- laku NPC diusulkan dengan metodeGenetic Algorithm, Harmony Search,Particle Swarm Optimization,dan Simulated Annealing. Aplikasi dari penelitian ini untuk peristiwa pertempuran dalam Squad Combat Game dan animasi pergerakan karakter. ============================================================ This Research is aims to design the behavior of Computer Controlled Character or (Non-Player Character(NPC)) to be more smart and realistic, look believable. This stu- dy examined the Computational Intelligence methods for single NPC and NPCs team behavior speci�cally multi behavior NPCs in the Squad Combat Game, as well as other games. To realize it, used Computational Intelligence for NPC behavior, with a random Gaus- sian distribution-based methods, fuzzy logic, fuzzy coordinator, Genetic Algorithm, Har- mony Search, Particle Swarm Optimization, and Simulated Annealing. NPC behavior variations proposed by the method of random Gaussian distribution. Ability of group decision making for war games in close range and long range distance have been proposed, using fuzzy logic and fuzzy coordinator. NPC behavior optimization with Genetic Algo- rithm is proposed, as well as with Harmony Search, Particle Swarm Optimization, and Simulated Annealing. Application of this research to NPC behavior in Squad Combat Game and character movement behavior in animation.

Item Type: Thesis (Doctoral)
Additional Information: RDE 794.8 Nug s
Uncontrolled Keywords: Perilaku non-player character,random Gaussian distribution, Fuzzy logic, Fuzzy coordinator, Squad Combat Game,optimasi, Harmony Search,Particle Swarm Optimization,Simulated Annealing.
Subjects: Q Science > QA Mathematics > QA75 Electronic computers. Computer science
T Technology > TK Electrical engineering. Electronics Nuclear engineering > TK5102.5 Modulation (Electronics), Demodulation (Electronics)
Divisions: Faculty of Industrial Technology > Electrical Engineering > (S3) PhD Theses
Depositing User: Mrs Anis Wulandari
Date Deposited: 04 Jan 2017 09:02
Last Modified: 04 Jan 2017 09:02
URI: http://repository.its.ac.id/id/eprint/1312

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