Implementasi algoritma A* dalam menentukan rute terpendek menuju posisi player pada game Kalih D Maze

Aji, Dimas Bayu (2024) Implementasi algoritma A* dalam menentukan rute terpendek menuju posisi player pada game Kalih D Maze. Sarjana thesis, UIN Sunan Gunung Djati Bandung.

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Abstract

In a previous study conducted by Adityo Wahyu Pratama, titled "Implementation of the A* Algorithm to Determine the Movement of NPCs (Non-Playable Characters) in the Hungry Pigs Game" [1], it was found that the A* algorithm was not effective in the arcade-style game Hungry Pigs. Therefore, the purpose of this research is to test the performance of the A* algorithm in the maze game genre. This research uses the Agile method in its development. The A* algorithm performs searches in large areas, such as games with maze-like types. This algorithm is applied to enemy characters to give ability for the enemies to chase the player character. Testing is done by calculating the algorithm's performance speed in finding the nearest route by taking the smallest value. From the test results, it can be concluded that the A* algorithm is very effective in finding routes in large areas in maze-type games because it can work optimally with an average speed obtained from the overall algorithm performance testing of 0.058424 seconds."

Item Type: Thesis (Sarjana)
Uncontrolled Keywords: A-star; Game; Agile; Pathfinding Algorithm
Subjects: Systems > Computer Modeling and Simulation
Data Processing, Computer Science
Numerical Analysis > Algorithms
Applied Physics > Computer Engineering
Indoor Games of Skill > Electronic Game
Divisions: Fakultas Sains dan Teknologi > Program Studi Teknik Informatika
Depositing User: Dimas Bayu Aji
Date Deposited: 17 Sep 2024 01:38
Last Modified: 17 Sep 2024 01:38
URI: https://digilib.uinsgd.ac.id/id/eprint/97745

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