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Journal : JURIKOM (Jurnal Riset Komputer)

Implementasi Algoritma Greedy Pada Game Pacman Pamela Hapsari Putri; Muhammad Ridlo Arifandi; Edy Hardianto Rifeni; Fakhrur Wiradhika; Rumini Rumini; Anggit Dwi Hartanto
JURIKOM (Jurnal Riset Komputer) Vol 5, No 6 (2018): Desember 2018
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (208.124 KB) | DOI: 10.30865/jurikom.v5i6.1001

Abstract

Pacman is an arcade game developed by Namco and released in Japan on May 22, 1980. Pac-Man, which is still popular today, has also been released on other platforms such as Game Boy and SNES. The designer of this game is Toru Iwatani, who is a Namco employee. The concept of the game in the Pacman game is very simple: Players must control the Pacman character to eat all the small dots and other special objects that are in the maze without being caught by 4 ghosts. The greedy algorithm is used to find the current shortest path from the position of the ghost character to the position of the Pacman character.
IMPLEMENTASI ALGORITMA BREADTH FIRST SEARCH PADA PACMAN UNTUK MENGATUR PERGERAKAN KARAKTERImplementasi Algoritma Breadth First Search Pada Pacman Untuk Mengatur Pergerakan Karakter Ulza Alkindi; Nur Akhmad; Yogo Kartiko; Triono Putro; Rumini Rumini
JURIKOM (Jurnal Riset Komputer) Vol 5, No 6 (2018): Desember 2018
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v5i6.1004

Abstract

Artificial intelligence is an important factor in games between humans against computers (NPC = Non-Character Player). One method of artificial intelligence that can be used is the Breadth First Search (BFS) algorithm and fuzzy logic. This study chose the classic Pac-Man game, in the game the Pac-Man BFS algorithm was applied to the process of finding and pursuing Pac-Man. For fuzzy logic, the Sugeno method is used when making decisions, namely ghost behavior in the game. The methodology used is the prototype methodology. In the testing process, the BFS algorithm is used in the black box testing technique, while the Sugeno fuzzy logic method is used to compare computation testing during decision making. With the testing process, it can be drawn that the appropriate BFS algorithm to find the shortest path while pursuing Pac-Man and Sugeno Fuzzy Logic method can be used for ghost behavior decision making with search speed 10 times faster than DFS algorithm.
Evaluasi System Usability Scale Pada Sistem Presensi Pengunjung Resource Center Rumini Rumini; Norhikmah Norhikmah
JURIKOM (Jurnal Riset Komputer) Vol 9, No 4 (2022): Agustus 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i4.4721

Abstract

Resource center (RC) or can be called also in this case is a library. The library is a place to study or to access information. The RC system of Amikom Yogyakarta University has attendance services for visitors from the user side, namely internal students and external visitors and stores visitor data to find out how many people visit the library, both internal and external visitors. Usability problems that usually appear in system features for users, indicate the need for usability testing. Usability testing uses the SUS (System Usability Scale) method in order to find problems with the visitor attendance system by referring to usability principles, which can involve users. This research was conducted in 3 main stages, namely compiling a questionnaire in accordance with the provisions of the SUS method, processing the results of the respondents' answers from those distributed to visitors by the SUS method rules to obtaining test results in the form of SUS scores. Based on the results of the evaluation carried out, the average SUS score from the study was 55.56, which means it has a D rating (less) which indicates that the presence system visitor feature cannot be accepted by users from the usability aspect, it is still minimal in use, because it only stores visitor data, the recommendations given from the results of this evaluation in order to increase usability for visitor features are such as visitor entry hours, exit hours, input facilities in the form of input related to collections of books, journals, magazines, e-books, facilities inside, room atmosphere, and others, because things like this affect the optimal library services for visitors.