Perancangan Dan Penerapan Behavior Tree Pada NPC Dalam Game Adventure 3D Menggunakan Unity Engine

Santoso, Adrian Aziz (2026) Perancangan Dan Penerapan Behavior Tree Pada NPC Dalam Game Adventure 3D Menggunakan Unity Engine. Other thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Saat ini, AI (Artificial Intelligence) berperan penting dalam pengembangan game modern. Namun, masih banyak game adventure 3D yang belum menghadirkan perilaku NPC (NonPlayer Character) yang bersifat dinamis dan responsif terhadap tindakan pemain. Masalah ini umumnya muncul karena AI yang digunakan pada game masih bersifat statis serta memiliki kemampuan pengambilan keputusan yang terbatas. Penelitian ini bertujuan untuk menganalisis behavior tree sederhana yang digabung dengan FSM, dibandingkan dengan behavior tree kompleks yang digabung dengan FSM dalam mengatur perilaku NPC pada game Space Adventure. Metode yang digunakan adalah gabungan antara metode analisis kuantitatif dan kualitatif, yaitu membandingkan kedua model gabungan antara behavior tree dan FSM pada NPC untuk skenario game dengan ukuran area open-world yang sama, kondisi pencahayaan statis, dan karakter pemain yang sama. Penelitian dilakukan berdasarkan perbedaan responsivitas, variasi perilaku, animasi pada NPC musuh, dan respons NPC terhadap tindakan pemain. Penelitian ini dapat menjadi referensi bagi developer game dalam mengembangkan behavior tree yang sesuai untuk NPC dengan perilaku yang lebih realistis pada game adventure 3D.
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These days, AI (Artificial Intelligence) plays crucial roles in modern game development. However, many 3D adventure games still lack dynamic and responsive NPC (Non-Player Character) behavior to player actions. This problem generally arises because the AI systems used in these games are still static and have limited decision-making capabilities. This study aims to analyze the simple behavior tree combined with FSM in managing the behavior of NPCs in the Space Adventure game, when compared to the complex behavior tree combined with FSM. The method used is the combination between quantitative and qualitative analysis methods, which compares these two kinds of combination model between behavior tree and FSM on NPCs for one similar game scenario with the same open-world area size, static lighting conditions, and the same player character. This study is based on the differences in responsiveness, behavioral variations, animations on NPC enemies, and NPC responses to player actions. This study is a reference for game developers in developing behavior trees that are suitable for NPCs with more realistic behavior in 3D adventure games.

Item Type: Thesis (Other)
Uncontrolled Keywords: AI dalam Game, Behavior Tree, FSM, Game Adventure 3D, NPC, Unity Engine
Subjects: T Technology > T Technology (General) > T58.5 Information technology. IT--Auditing
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55201-(S1) Undergraduate Thesis
Depositing User: Adrian Aziz Santoso
Date Deposited: 22 Jul 2026 07:46
Last Modified: 22 Jul 2026 07:46
URI: http://repository.its.ac.id/id/eprint/136451

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