Bonifacius Vicky Indriyono
Sekolah Tinggi Manajemen Informatika dan Komputer (STMIK) Kadiri

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IMPLEMENTATION OF DIVIDE AND CONQUER IN THE HANOI TOWER GAME Bonifacius Vicky Indriyono; Zudha Pratama
Journal of Applied Intelligent System Vol 5, No 2 (2020): Journal of Applied Intelligent System
Publisher : Universitas Dian Nuswantoro and IndoCEISS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/jais.v5i2.4291

Abstract

Artificial Intelligence (AI) is a technology in the field of computer science that simulates human intelligence into computers to solve various problems and jobs as well as humans do. Games / games are an implementation of the field of computer science which also embraces the concept of AI. In the midst of the rampant types of games available, the author chose the Hanoi Tower which is a mathematical game / puzzle that requires logic. Players are challenged to complete in a short time with a certain number of discs. The benefit of this game is that it can train how to think with certain patterns so as to improve the memory of players. To make it easier to solve it, the Divide and Conquer Algorithm can be used which can solve problems in the Tower of Hanoi game by breaking them down into sub-problems which will later be able to help speed up finding solutions. From the results of testing the application of the Divide and Conquer Algorithm in the hanoi tower game application by solving the disk arrangement problem. Players can finish the game in a large number of plates in a short time. Keywords – Artificial Intelligence, Divide and Conquer Algorithm, Games, Tower of Hanoi.
Implementation of A* Algorithm for Solving Sokoban Logic Games Rosa Tri Setiani; Bonifacius Vicky Indriyono
Journal of Applied Intelligent System Vol 4, No 2 (2019): Journal of Applied Intelligent System
Publisher : Universitas Dian Nuswantoro and IndoCEISS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/jais.v4i2.3409

Abstract

Sokoban is one of the puzzle category games that requires players to push boxes towards the top, bottom, left and right until the specified destination. Sometimes it takes a long time to complete a very difficult level so that a solution is needed. So that these difficulties can be overcome, we need an algorithm that can help find the right path.A * algorithm is an algorithm that minimizes the total cost of the track under the right conditions that will provide the best solution in optimal time. A * algorithm will find the distance of the fastest route to be taken by a starting point to the destination object by removing unnecessary steps.From the test results, this A * algorithm can help players in finding a solution to the road in the form of completion steps in the Sokoban game by determining the smallest F value.  Keywords - Artificial Intelligence, Games, Sokoban, A * algorithm