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Journal : Jurnal Buana Informatika

Sistem Cerdas Permainan Papan The Battle Of Honor dengan Decision Making dan Machine Learning Diasmara, Arnan Dwika; Mahastama, Aditya Wikan; Chrismanto, Antonius Rachmat
Jurnal Buana Informatika Vol 12, No 2 (2021): Jurnal Buana Informatika Volume 12 - Nomor 2 - Oktober 2021
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v12i2.4905

Abstract

Abstract. Intelligent System of the Battle of Honor Board Game with Decision Making and Machine Learning. The Battle of Honor is a board game where 2 players face each other to bring down their opponent's flag. This game requires a third party to act as the referee because the players cannot see each other's pawns during the game. The solution to this is to implement Rule-Based Systems (RBS) on a system developed with Unity to support the referee's role in making decisions based on the rules of the game. Researchers also develop Artificial Intelligence (AI) as opposed to applying Case-Based reasoning (CBR). The application of CBR is supported by the nearest neighbor algorithm to find cases that have a high degree of similarity. In the basic test, the results of the CBR test were obtained with the highest formulated accuracy of the 3 examiners, namely 97.101%. In testing the AI scenario as a referee, it is analyzed through colliding pieces and gives the right decision in determining victoryKeywords: The Battle of Honor, CBR, RBS, unity, AIAbstrak. The Battle of Honor merupakan permainan papan dimana 2 pemain saling berhadapan untuk menjatuhkan bendera lawannya. Permainan ini membutuhkan pihak ketiga yang berperan sebagai wasit karena pemain yang saling berhadapan tidak dapat saling melihat bidak lawannya. Solusi dari hal tersebut yaitu mengimplementasikan Rule-Based Systems (RBS) pada sistem yang dikembangkan dengan Unity untuk mendukung peran wasit dalam memberikan keputusan berdasarkan aturan permainan. Peneliti juga mengembangkan Artificial Intelligence (AI) sebagai lawan dengan menerapkan Case-Based reasoning (CBR). Penerapan CBR didukung dengan algoritma nearest neighbour untuk mencari kasus yang memiliki tingkat kemiripan yang tinggi. Pada pengujian dasar didapatkan hasil uji CBR dengan accuracy yang dirumuskan tertinggi dari 3 penguji yaitu 97,101%. Pada pengujian skenario AI sebagai wasit dianalisis lewat bidak yang bertabrakan dan memberikan keputusan yang tepat dalam menentukan kemenangan.Kata Kunci: The Battle of Honor, CBR, RBS, unity, AI
Sistem Cerdas Permainan Papan The Battle Of Honor dengan Decision Making dan Machine Learning Arnan Dwika Diasmara; Aditya Wikan Mahastama; Antonius Rachmat Chrismanto
Jurnal Buana Informatika Vol. 12 No. 2 (2021): Jurnal Buana Informatika Volume 12 - Nomor 2 - Oktober 2021
Publisher : Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jbi.v12i2.4905

Abstract

Abstract. Intelligent System of the Battle of Honor Board Game with Decision Making and Machine Learning. The Battle of Honor is a board game where 2 players face each other to bring down their opponent's flag. This game requires a third party to act as the referee because the players cannot see each other's pawns during the game. The solution to this is to implement Rule-Based Systems (RBS) on a system developed with Unity to support the referee's role in making decisions based on the rules of the game. Researchers also develop Artificial Intelligence (AI) as opposed to applying Case-Based reasoning (CBR). The application of CBR is supported by the nearest neighbor algorithm to find cases that have a high degree of similarity. In the basic test, the results of the CBR test were obtained with the highest formulated accuracy of the 3 examiners, namely 97.101%. In testing the AI scenario as a referee, it is analyzed through colliding pieces and gives the right decision in determining victoryKeywords: The Battle of Honor, CBR, RBS, unity, AIAbstrak. The Battle of Honor merupakan permainan papan dimana 2 pemain saling berhadapan untuk menjatuhkan bendera lawannya. Permainan ini membutuhkan pihak ketiga yang berperan sebagai wasit karena pemain yang saling berhadapan tidak dapat saling melihat bidak lawannya. Solusi dari hal tersebut yaitu mengimplementasikan Rule-Based Systems (RBS) pada sistem yang dikembangkan dengan Unity untuk mendukung peran wasit dalam memberikan keputusan berdasarkan aturan permainan. Peneliti juga mengembangkan Artificial Intelligence (AI) sebagai lawan dengan menerapkan Case-Based reasoning (CBR). Penerapan CBR didukung dengan algoritma nearest neighbour untuk mencari kasus yang memiliki tingkat kemiripan yang tinggi. Pada pengujian dasar didapatkan hasil uji CBR dengan accuracy yang dirumuskan tertinggi dari 3 penguji yaitu 97,101%. Pada pengujian skenario AI sebagai wasit dianalisis lewat bidak yang bertabrakan dan memberikan keputusan yang tepat dalam menentukan kemenangan.Kata Kunci: The Battle of Honor, CBR, RBS, unity, AI
Co-Authors Abednego Kristiawan Takaredase Abednego Kristiawan Takaredase, Abednego Kristiawan Aditya Kurniawan Effendi Aditya Wikan Mahastama Ahmad Ashari Aloysius Adhyatma Herfangsyah Andronicus Riyono Anny Kartika Sari Ardhy Chandra Kurniawan Argo Wibowo Argo Wibowo Arnan Dwika Diasmara Astuti, Laksmita Widya Balisa, Delfia Bhernardin Erryco Gagah Pattriskak Blasius Neri Puspika Budi Susanto Budi Susanto Cahyanto, Ruddy Damayanti, Elok Daniel Hutama Putra Danny Sebastian Dea Alverina Delfia Balisa Denna Prestianti Desyandri Desyandri Diasmara, Arnan Dwika Elisabeth Adelia Widjojo Erick Kurniawan Erick Kurniawan Erinda Resha Astanti Gabriella Amelia Prasetyo Gani Indriyanta Gilang Purnajati, Oscar Gloria Virginia Gregorius Titis Indrajaya Gregorius Titis Indrajaya, Gregorius Titis Griffin Theresia R. Halim Budi Santoso Handi Hermawan Hendy Yudhitya Susetya Herlina Lina Hermawan, Handi Hizkia Juan Suryanto Hizkia Juan Suryanto, Hizkia Juan Ignatia Dhian E.K.R. Ignatia Dhian E.K.R., Ignatia Dhian Joko Purwadi Joko Purwadi Jong Jek Siang Jong Jek Siang Junius Karel Tampubolon Junius Karel Tampubolon Karmela Saturnina Mega Wea Karmela Saturnina Mega Wea Katon Wijana Katon Wijana Katon Wijana Katon Wijana Kristanto G, Steven Kristian Adi Nugraha Kristian Adi Nugraha Kurniani, Kezia Trifena Lemmuela Alvita Kurniawati, Lemmuela Alvita Lucia Dwi Krisnawati Lukas Chrisantyo Lukas Chrisantyo Lukas Chrisantyo Matahari Bhakti Nendya Matahari Bhakti Nendya, Matahari Bhakti Meldy Saimon Pinontoan Mikhael Meier Nathaniel Clarence Haryanto Nugroho Agus Haryono Pinontoan, Meldy Saimon Raden Gunawan Santosa Rama Novta Miraldi Ratih Alfionita Restyandito Rini, Maria Nila Anggia Rosa Delima Ruddy Cahyanto Sebastian, Danny Sefia Chandra Selvy Welianto Sudarma, Wayan Edi Sudiarto Raharjo, Willy Susilo, Anton Sylvia Putri Gunawan Tanujaya, Yoel Togatorop, Joiner Tennye Ariel Verianto, Eko Voni Yuniati Wahju Satria Wibowo Waworuntu, Ghea Natasya Pingkan Wayan Edi Sudarma Widi Tamtama, Gabriel Indra Wilbert Wilbert Willy Ristanto Willy Sudiarto Willy Sudiarto Raharjo Willy Sudiarto Raharjo Willy Sudiarto Raharjo Yanuar Budi Prasetyo Yohanes Suyanto Yuan Lukito Yuan Lukito Yunita Sari