Articles
Multi-Objective Optimization untuk Container Scheduling Menggunakan Algoritma Ɛ-NSGA-II
Eka Wijaya Susilo;
Henry Novianus Palit;
Rolly Intan
Jurnal Infra Vol 7, No 1 (2019)
Publisher : Jurnal Infra
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Teknologi containerization sebagai implementasi virtualisasi di level OS meraih popularitas di beberapa tahun terakhir untuk menggantikan beberapa peranan virtual machine. Dalam implementasinya, seringkali dibutuhkan sejumlah container untuk menjalankan sebuah peran, sehingga diperlukan sistem orkestrasi untuk proses scheduling dan management container. Namun container scheduler yang tersedia pada sistem orkestrasi seperti Kubernetes umumnya hanya berfokus pada ketersediaan system resource dan general threshold. Padahal optimasi dalam hal efisiensi cluster sambil mempertahankan performa cluster tentulah penting untuk diimplementasikan sehingga dapat meminimalkan biaya operasional.Optimasi pada container scheduler dilakukan secara multi-objektif dengan fokus pada efisiensi cluster dan throughput aplikasi yang di-schedule. Optimasi dilakukan dengan memanipulasi jumlah replika container yang menyala dan alokasinya di dalam cluster berdasarkan jumlah request yang diterima aplikasi. Proses optimasi dilakukan dengan menggunakan algoritma Epsilon-Dominance Non-Dominated Sorting Genetic Algorithm II (Ɛ-NSGA-II).Hasil pengujian dalam cluster berisi 5 node menunjukkan bahwa proses optimasi scheduling dapat menghasilkan keputusan alokasi container yang optimal dan sesuai target yang ditentukan user. Proses algoritma Ɛ-NSGA-II untuk menghasilkan alokasi tersebut juga dapat selesai dalam rentang waktu yang pendek.
Perancangan dan Pembuatan Action Game dengan Artificial Intelligence dan Machine Learning
Samuel Vincentius Lidianto;
Gregorius Satia Budhi;
Rolly Intan
Jurnal Infra Vol 4, No 2 (2016)
Publisher : Jurnal Infra
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Playing games is a way for someone to relieve their stress. However, based on reality, most people are easily to get bored after playing several rounds of game. To overcome this problem, this thesis will create a game where the enemy can give fast respons when fighting the player and may develop the AI’s capabilities.The genre of this game is action. The AI in this game will use two methods: fuzzy state machine and machine learning. Fuzzy state machine is a method to choose the best response towards the enemy. Machine learning is used to update the active file rules of the enemy.The result from this experiment stated that action game with fuzzy state machine and machine learning can make the enemy to give better respons after being played by the player.
Implementasi Efek Caustic Pada Objek Transparan Dengan Menggunakan Ray Tracing
Edward Primanata Yoewono;
Liliana -;
Rolly Intan
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra
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Rendering is the process by the end of the whole process of modeling or computer animation to change the form of three-dimensional objects into two dimensions. One popular method of rendering known today is ray tracing. Ray tracing is a technique for generating an image by tracing the path of light through pixels in the image.Ray tracing method is able to produce realistic images because it is calculating lighting effects such as ambient, diffuse and specular. Reflection and refraction of light is also calculated in ray tracing. In addition, ray tracing method is divided into two kinds, known as the tracing rays from the eye (backward ray tracing) and tracing rays from the light source (forward ray tracing).Caustic effect produced by emitting light in a transparent object. Refracted light will gather in an area so that the area will appear brighter than the surrounding areas. In previous studies, the effect of caustic applied to the primitive object, where the light checks done once per object. In this study, the object used is mesh. Checking the light will be performed on each triangle in the mesh.Results showed the greater refractive index, the more caustic effect gathered in certain areas of the body bare round, but spread on a flat and taper grounded object. The increase in the complexity of the mesh will increase linearly time. Comparison with other software shows the difference in the form of caustic effects and rendering time.
Aplikasi Indonesian News Aggregator Berbasis Android yang Didukung oleh Sistem Perekomendasi
Nydia Valentina Wahono;
Adi Wibowo;
Rolly Intan
Jurnal Infra Vol 3, No 1 (2015)
Publisher : Jurnal Infra
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Internet technology has shown its significant growth. It affects human habits in how they seek and gather information. News has become human’s daily needs. There are so many kind of news to be read, but time is limited. Therefore, recommendation feature for news feature nowadays is needed, so it is easier to supply what kind of news that readers read, where user can rate the news.These research focused on recommendation feature for news feature based on Android. To give recommendation feature, there will be a certain server required to grab news data from some specific websites. Then, news data which was grabbed is parsed and processed to be used for members profile calculation.Based on the research, rating can change news recommendation which is given from time to time and there are still some flaws on HTML structure and RSS standard from Indonesian news websites.
Media Pembelajaran Interaktif Pengelolaan Sampah Organik, Anorganik dan Bahan Beracun Berbahaya Berbasis Flash
Edwin Suseno;
Kristo Radion Purba;
Rolly Intan
Jurnal Infra Vol 4, No 1 (2016)
Publisher : Jurnal Infra
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The background of making trash management program is because people are still not able to understand the kinds of trash and how to process the trash properly, so it is not uncommon to people wrongly in processing trash. So in this thesis made a Flash-based interactive learning media. This instructional media created with the aim to help the learning system with visualization methods that aim can increase interest in learning because of the games, quizzes and animations that have been produced.This application uses the supporting software such as Adobe Flash Professional CS 6 to process animation, ActionScript 3.0 for manufacturing feature and Illustrator programs to assist in the design process. For information on trash management obtained from the media in the form of books or the Internet.The results of this thesis is provide information to public about trash management by type. There are also features games and quizzes that help remind about the trash management information so that the public can be tested of understanding will be learning this trash management.
Perbandingan Performa Turn-Based Game Menggunakan Algoritma Genetika dan Logika Fuzzy
Vincent Andrian Chandra;
Rolly Intan;
Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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There are a lot of games with said genre that have been published for public and most of the games have a vs. Artificial Intelligence mode or AI for short. But the variations of the AI for Turn-Based Strategy genre are abundant. That is why hopefully this research will be able to help game developers who would like to make a Turn-Based Strategy game but have no idea which type of AI suits this kind of genre the most.The program, which is a game, that is made containts two AIs which are Genetic Algorithm and Fuzzy Logic. There are also 3 type of game modes that user can choose from, which are player vs. GA AI, player vs. Fuzzy AI, and the last one is GA AI vs. Fuzzy AI. The two AIs will be used to determine what type of unit the AI should make, who to attack and retreat from.From the results of the testcase which are a fight between the two AIs, genetic algorithm is more than able to make different kinds of unit, but it’s also capable of producing units that are suitable for the situation. Fuzzy logic consumes more time than genetic algorithm because of the huge amount of rules and genetic algorithm having some kind of threshold to get out of its iteration before it’s supposed to end that results in not-so time consuming process for each process. But on the other hand, if the fuzzy rules and its membership functions to be optimized, it’s almost guaranteed to produce better results.
Penerapan Adaptive Neuro Fuzzy Inference System pada Real Time Strategy Battle Arena Game
Andy Gunawan;
Rolly Intan;
Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Nowadays, Real Time Strategy Battle Arena is one of the most popular game genre. However, most games with that genre are only interesting if played together with another human. That makes those games less flexible since they can’t be played without another human or internet connection. Because of that, this thesis will create a game with Real Time Strategy Battle Arena genre with AI as the enemy where the enemy movements can be adjusted to approach human thinking ways. The enemy in this game will also be able to learn from each mistake. This thesis will use the method Adaptive Neuro Fuzzy Inference System. Test results show that the enemy was able to choose the best move possible, which suits the way humans think using Fuzzy Inference System. Neural System also modified the Membership Functions of some Fuzzy Inference System input variable everytime the enemy is considered to make mistake to minimize similar mistakes when the game is played again in the future.
Real-Time Action Role-Playing Game dengan menggunakan Fuzzy State Automata untuk Mengontrol Pergerakan Enemy
Gary Nathanael Mardianto;
Gregorius Satiabudhi;
Rolly Intan
Jurnal Infra Vol 4, No 2 (2016)
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Video Games are one of the most popular ways for someone to relieve stress or spend their free time. Most of the video game that is available right now can be played in single player. Unfortunately, most of the times when playing video games in single player, people usually get bored quite easily due to the enemy having static patterns as their actions. To overcome this problem, this thesis will be developing a game with an enemy that is not easily predictable.The genre of the game is Action Role-playing Game (ARPG). The Artificial Intelligence involved is made using the Fuzzy State Automata method. Using the Fuzzy State Automata method, the enemy will have to decide which state that it with enter using the input fuzzy sets and act accordingly. The states of the fuzzy state automata in here also have no fixed durations, therefore adding another unpredictability element for the player to deal with.Based on the testing of the Fuzzy State Automata, the artificial intelligence have the ability to react accordingly to its inputs. The Fuzzy State Automata also manages to successfully exhibit the capability of its states to have no fixed durations to make the enemy actions harder to predict.
Perencanaan dan Pembuatan Mobile Apps Informasi dan Prediksi Harga Emas dalam Rupiah melalui Agregasi Harga Emas dan Kurs Dollar
Stella Wiedjarnarko;
Rolly Intan;
Alexander Setiawan
Jurnal Infra Vol 6, No 1 (2018)
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Gold is one of the assets that is popular amongst people on many of its aspects ranging from its profitability in investing or saving to its beauty as a jewelry. Its ever increase in demand that exceeds the existing supply causes an instability in its price. This phenomenon disturbs the balance in market causing parties of interest to lose security on buying gold in the near future.This research introduces a solution using a mobile application to aid in decision making by providing prediction of the gold price in rupiahs using parameters necessary in Bloomberg site (www.bloomberg.com), FX Empire site (https://www.fxempire.com), 30rates site (http://30rates.com) and Longforecast site (https://longforecast.com). An aggregate function and moving average will be used to get the necessary data which will then be delivered in a simple and easily accesed user interface.The testing results shows that aggregate function and moving average are a viable method to calculate the prediction data of the gold price.
Penerapan Fuzzy Control untuk Pengereman Kereta dalam Simulation Game
Reinaldo Julaidi;
Rolly Intan;
Rudy Adipranata
Jurnal Infra Vol 7, No 1 (2019)
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Penelitian mengenai pengereman kereta telah banyak dilakukan. Sebagai contoh, Wahyudi melakukan penelitian perhitungan pengereman kereta berupa kecepatan dengan Fuzzy. Yulianti melakukan penelitian pengereman kereta berupa kecepatan dan jarak dengan Fuzzy, dan di simulasikan. Namun, penelitian yang dilakukan masih belum menyesuaikan dengan keadaan kereta sesungguhnya saat dilakukan pengereman.Karena itu, dalam skripsi ini akan dibuat sebuah game dengan genre Simulation Game dengan AI untuk mensimulasikan pengereman kereta. Pengereman kereta yang dilakukan menggunakan Fuzzy Control dimana akan melakukan pengererman berdasarkan setiap Fuzzy rules dengan menggunakan metode Mamdani dengan kecepatan, massa, dan jarak sebagai Fuzzy Input.Hasil pengujian menunjukkan bahwa kereta dapat berhenti di tujuan dengan melakukan pengereman yang dilakukan oleh Fuzzy Control dengan perlahan hingga berhenti di tujuan dengan menggunakan Fuzzy Inference Engine yang melakukan proses untuk menghasilkan setiap tindakan keputusan kekuatan pengereman kereta.