Implementasi Kecerdasan Buatan Pada Permainan “Phantom Crown” Menggunakan Hierarchical Finite State Machine dan Decision Tree

Oetomo, Dimas Rahman (2018) Implementasi Kecerdasan Buatan Pada Permainan “Phantom Crown” Menggunakan Hierarchical Finite State Machine dan Decision Tree. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Phantom Crown merupakan permainan di mana dua pemain saling bertarung. Agar Phantom Crown lebih menyenangkan dibuatlah lawan bermain yang memiliki kecerdasan buatan. Implementasi kecerdasan buatan dilakukan menggunakan Decision Tree (DT). DT dipilih karena berguna untuk mengeksplorasi data dan menemukan hubungan tersembunyi antara sejumlah calon variabel input dengan sebuah variabel target.
Untuk menunjang kecerdasan buatan yang dibuat, diperlukan alur bermain yang dibuat menggunakan Hierarchical Finite State Machine (HFSM). HFSM digunakan karena memudahkan programmer dalam mengimplementasikan alur yang sudah didesain dan membuat sistem tidak terlalu kompleks.
Eksperimen yang dilakukan kepada 6 orang menghasilkan persentase kepuasan pengguna sebesar 66%. Eksperimen tingkat kecerdasan buatan dilakukan dengan menandingkan musuh melawan musuh. Eksperimen menghasilkan 86% probabilitas menang untuk musuh dengan tingkat kecerdasan lebih tinggi.
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Phantom Crown is a game where two players fight each other. In order to make Phantom Crown more fun, the Artificial Intelligence is applied to the enemy. The Decision Tree(DT) is used to choose the movement that will be performed by the enemy. DT is used because it is useful for data exploration and finding hidden relation between variables.
DT only is not enough to make good enemy, enemy need good state flow. The Hierarchical Finite State Machine (HFSM) is used because it allows programmer to execute the design flow easily and make system less complex.
Experiment of user satisfaction is conducted by six people, the experiment generate 66% of user satisfaction. Experiment of artificial intelligence is conducted by allowing enemy fight each other, the experiment generate 86% of win probality for enemy with better artificial intelligence.

Item Type: Thesis (Undergraduate)
Additional Information: RSIf 794.802 22 Oet i-1
Uncontrolled Keywords: Decision Tree; Desain Permainan; Hierarchical Finite State Machine; Kecerdasan Buatan; Artificial Intelligence; Decision Tree; Game; Design; Hierarchical Finite State machine.
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games
Q Science > QA Mathematics > QA336 Artificial Intelligence
Divisions: Faculty of Information and Communication Technology > Informatics > 55201-(S1) Undergraduate Thesis
Depositing User: Dimas Rahman Oetomo
Date Deposited: 06 Apr 2018 07:33
Last Modified: 15 Sep 2020 08:44
URI: http://repository.its.ac.id/id/eprint/50582

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