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.

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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. EDP
T Technology > TK Electrical engineering. Electronics Nuclear engineering > TK5102.5 Modulation (Electronics), Demodulation (Electronics)
Divisions: Faculty of Industrial Technology > Electrical Engineering > 20001-(S3) PhD Thesis
Depositing User: 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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