Detail Karya Ilmiah
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PENERAPAN LOGIKA FUZZY PADA NON PLAYER CHARACTER (NPC) ENEMY UNTUK GAME HEROES OF SURABAYAPenulis : ABDURROUFDosen Pembimbing I : CUCUN VERY ANGKOSO, S.T., M.TDosen Pembimbing II :YONATHAN FERRY HENDRAWAN, S.T., MITAbstraksi
Game action sekarang ini semakin membutuhkan NPC enemy yang memiliki perilaku seperti manusia, termasuk penyesuaian kekuatan enemy, kemunculan enemy, dan behavior boss di setiap level terhadap kemampuan player. Hal ini membutuhkan rule yang tepat agar enemy dapat mengimbangi kemampuan player. Penelitian ini bertujuan untuk menerapkan sebuah kecerdasan buatan atau Artificial Intelligence (AI), di dalam game dengan merancang variasi dari kemampuan enemy, kemunculan enemy dan perilaku boss di sesuai level yang ditentukan dan berdasarkan kemampuan player. Metode yang digunakan ialah dengan logika fuzzy Sugeno ordo nol dengan tahapan proses penentuan keanggotaan dan penentuan rule, inferensi, komposisi, dan defuzzyfikasi. Dilakukan tiga pengujian. Pertama mecari persentase umum sebelum player memainkan game. Kedua dilakukan pengujian terhadap 10 player ketika memainkan game. Dan ketiga membandingkan penggunaan fuzzy dengan non-fuzzy dengan hasil untuk fuzzy perilaku boss memiliki pergerakan dinamis yaitu serang ganas, serang bisa, dan bertahan. Untuk fuzzy kemampuan, HP enemy dapat meningkat 2.25 kali lipat/2 kali lipat/1.75 kali lipat/1.5 kali lipat. Untuk fuzzy kemunculan, saat gameplay dapat spawning enemy baru sebanyak 3 enemy 2 boss/6 enemy 2 boss/6 enemy 4 boss. Berdasarkan hasil tersebut maka game HoS dikatakan adaptive bagi player.
AbstractionCurrently, the Action game requires of NPC enemy that has behavior like human, including adaptability the strength of enemy, the appearance of the enemy and boss behavior on each level for player capability. This requires a correct rule in order to enemy can compensate player capability. This research aims to apply an Artificial Intellligence on this Game by designing variations of the capabilities of the enemy, the appearance of the enemy and boss behavior on each level that is determined and based on The capabilities of the enemy. The method used is fuzzy logic Sugeno ordo Nol with the step process decide of member, rules, inference, composition and defuzzyfication. Its done by experiment. Firstly, look for common presentation before the players begin the game. Secondly, doing experiment of 10 players when play the game. Thirdly equal the fuzzy’s use with non-fuzzy with result fuzzy’s behavior of boss has movement dinamic such as savage attack, common attack, and endure. For fuzzy to capability, HP enemy can increase 2.25-fold/doubled/1.75-fold/1.5-fold. For fuzzy to appearance, when gameplay get new spawning enemy as much as 3 enemies 2 boss/ 6 enemies 2 boss/ 6 enemies 4 boss. Based on this results , so, Game of Hos said adaptive for player.