Hybrid Difficulty Adjustment Untuk Procedural Content Generation Dalam Game Edukasi Bertema Penjelajahan Dungeon

Satria, Vinza Hedi (2022) Hybrid Difficulty Adjustment Untuk Procedural Content Generation Dalam Game Edukasi Bertema Penjelajahan Dungeon. Masters thesis, Institut Teknologi Sepuluh Nopember.

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Abstract

Banyaknya pemain game yang ada saat ini mengharuskan pembuat game tidak boleh hanya membuat satu tingkat kesulitan saja, hal itu karena kemampuan dan pengalaman pemain game tidak akan selalu sama. Penelitian yang ada saat ini selalu mengunggulkan DDA atau Dynamic Difficulty Adjustment sebagai solusi mengatur tingkat kesulitan, namun saingan DDA yaitu Static Difficulty Adjustment tidak hilang begitu saja. Meski SDA tidak diunggulkan dalam dunia akademis namun SDA masih sering digunakan oleh pengembang game profesional pada game barunya. SDA dinilai mampu memberikan pemain kekuasaan penuh terhadap tingkat kesulitan yang ia inginkan. Selain metode, tempat Difficulty Adjustment itu diterapkan juga menjadi sebuah bahan penelitian. DA sering diterapkan pada perilaku musuh, namun di era kini, penggabungan DA dan Procedural Content Generation merupakan salah satu penelitian yang paling sering dilakukan oleh peneliti pada bidang game. Berbeda dari sebelumnya, dengan menggabungkan DA dan PCG, efek dari DA dapat lebih terasa oleh pemain karena langsung diimplementasikan ke dalam konten dari game. Penelitian yang akan dilakukan kali ini mengajukan sebuah metode yang memanfaatkan keuntungan DDA dan SDA dengan metode Hybrid Difficulty Adjustment pada PCG dari game edukasi bertema Dungeon Crawler. Melalui penelitian yang telah dilakukan, dapat dikatakan performa algoritme yang telah diciptakan memiliki performa yang setara dengan DDA. Meski dengan performa yang sama, HDA mampu memberikan pemain kebebasan untuk memilih tingkat kesulitan seperti SDA.
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The number of gamers currently available requires game developers to make multiple difficulty levels, this was caused by the differences in abilities and experiences of gamers. The current research always favors DDA or Dynamic Difficulty Adjustment as a solution to adjust the level of difficulty, but DDA's rival, Static Difficulty Adjustment (SDA), does not just disappear, even though it is not favored by researchers, the SDA still often used by professional game developers for their new games. SDA is considered capable of giving the player full power over the level of difficulty he wants. In addition to the method, the place where Difficulty Adjustment was applied was also a subject of research. DA is often applied to enemy behavior, but in today's era, combining DA and Procedural Content Generation is one of the most frequently conducted studies by researchers in the game field. Different from enemy behavior, by combining DA and PCG, the effects of DA can be felt by players because it is directly implemented into the content of the game. The research that will be conducted this time proposes a method that utilizes the advantages of DDA and SDA with the Hybrid Difficulty Adjustment method on PCG from an educational game themed Dungeon Crawler. Through the research, HDA's performance are very comparable with DDA’s, with HDA, player will able to pick their own difficulty like SDA.

Item Type: Thesis (Masters)
Uncontrolled Keywords: Hybrid; Difficulty; Adjustment; Game Edukasi; Penjelajahan Dungeon
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure > GV1469.2 Computer games
Q Science > QA Mathematics > QA402.5 Genetic algorithms.
Divisions: Faculty of Intelligent Electrical and Informatics Technology (ELECTICS) > Informatics Engineering > 55101-(S2) Master Thesis
Depositing User: Vinza Hedi Satria
Date Deposited: 06 Feb 2022 10:07
Last Modified: 02 Nov 2022 02:31
URI: http://repository.its.ac.id/id/eprint/92862

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