Rancang Bangun Aplikasi Permainan Freiheit Dengan Menggunakan Hierarchical Finite State Machine

Novaldi, Bayu (2021) Rancang Bangun Aplikasi Permainan Freiheit Dengan Menggunakan Hierarchical Finite State Machine. Undergraduate thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Freheit merupakan isometric turn-based strategy role playing game yang menggunakan Hierarchical Finite State Machine (HFSM) sebagai mekanisme perilaku kecerdasan buatan. Dipilihnya HFSM sebagai mekanisme perilaku karena HFSM tidak membuat sistem terlalu kompleks serta memudahkan programmer untuk mengimplementasikan rancangan yang telah dibuat.
Pada penelitian ini, kecerdasan buatan akan dibagi menjadi 4 level, yaitu very easy, easy, normal dan hard. Selain itu, terdapat tiga jenis tipe serangan, yaitu serangan jarak dekat (Melee), serangan jarak menengah (Middle), dan serangan jarak jauh (Ranged). Pengujian dilakukan dengan menandingkan antar kecerdasan buatan yang memiliki tingkat kecerdasan buatan yang berbeda. Pengujian menghasilkan akurasi ketepatan sebesar 85,8% untuk menang antara kecerdasan buatan yang tingkatnya lebih tinggi terhadap yang tingkatnya lebih rendah. Pengujian juga dilakukan dengan menandingkan kecerdasan buatan dengan pemain. Pengujian ini menghasilkan tingkat kepuasan pengguna sebesar 85%.
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Freiheit is an isometric turn-based strategy role playing game that uses Hierarchical Finite State Machine (HFSM) as an artificial intelligence behavioral mechanism. HFSM was chosen as a behavioral mechanism because HFSM does not make the system too complex and makes it easier for programmers to implement the design that have been made.
In this research, artificial intelligence will be divided into 4 levels, that is very easy, easy, normal and hard. In addition, there are three types of attack types, that is melee attack (Melee), medium-range attack (Middle), and long-range attack (Ranged). Testing is done by comparing between artificial intelligence that has different levels of artificial intelligence. Testing produces precision accuracy of 85.8% to win between higher-level and lower-level artificial intelligence. Testing is also done by comparing artificial intelligence with player. Testing produces user satisfaction of 85%.

Item Type: Thesis (Undergraduate)
Uncontrolled Keywords: Hierarchical Finite State Machine, Turn-based Strategy Role Playing Game, Tactical Role Playing Game, Game Design, Artificial Intelligence, Desain Permainan, Kecerdasan Buatan
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games
Q Science > QA Mathematics > QA336 Artificial Intelligence
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: Bayu Novaldi
Date Deposited: 03 Aug 2021 14:54
Last Modified: 03 Aug 2021 14:54
URI: http://repository.its.ac.id/id/eprint/84749

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