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) |
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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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