Aji Surya Mandala
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Implementasi Algoritma Dijkstra Pada Game Pacman Anggit Dwi Hartanto; Aji Surya Mandala; Dimas Rio P.L.; Sidiq Aminudin; Andika Yudirianto
CCIT Journal Vol 12 No 2 (2019): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.042 KB) | DOI: 10.33050/ccit.v12i2.687

Abstract

Pacman is one of the labyrinth-shaped games where this game has used artificial intelligence, artificial intelligence is composed of several algorithms that are inserted in the program and Implementation of the dijkstra algorithm as a method of solving problems that is a minimum route problem on ghost pacman, where ghost plays a role chase player. The dijkstra algorithm uses a principle similar to the greedy algorithm where it starts from the first point and the next point is connected to get to the destination, how to compare numbers starting from the starting point and then see the next node if connected then matches one path with the path). From the results of the testing phase, it was found that the dijkstra algorithm is quite good at solving the minimum route solution to pursue the player, namely by getting a value of 13 according to manual calculations