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Pelatihan Berpikir Komputasional untuk Peningkatan Kompetensi Guru Telkom Schools sebagai Bagian dari Gerakan PANDAI Muhammad Arzaki; Selly Meliana; Ema Rachmawati; Ade Romadhony; Agung Toto Wibowo; Bambang Pudjoatmodjo; Bedy Purnama; Dodi Wisaksono Sudiharto; Fat'hah Noor Prawira; Fazmah Arif Yulianto; Putu Harry Gunawan; Rimba Whidiana Ciptasari
I-Com: Indonesian Community Journal Vol 3 No 3 (2023): I-Com: Indonesian Community Journal (September 2023)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33379/icom.v3i3.2988

Abstract

Berpikir komputasional (BK) atau computational thinking (CT) merupakan salah satu keahlian esensial yang diperlukan sumber daya manusia Indonesia dalam rangka menghadapi revolusi industri 4.0 dan masyarakat 5.0. Gerakan PANDAI (Pengajar Era Digital Indonesia) merupakan suatu gerakan nasional yang merupakan kolaborasi nirlaba antara komunitas Bebras Indonesia, Kementerian Pendidikan dan Kebudayaan Indonesia, dan Google Indonesia dalam rangka meningkatkan kompetensi BK yang dimiliki oleh guru sekolah dasar dan menengah. Pada tahun 2022, Biro Bebras Universitas Telkom mengadakan pelatihan BK kepada lebih dari 60 guru Telkom Schools sebagai bagian dari gerakan ini. Pelatihan ini terdiri dari lima tahapan besar yang meliputi lokakarya luring, pembelajaran mandiri, lokakarya daring, dan dua kegiatan microteaching. Hasil analisis kuantitatif menunjukkan peningkatan kemampuan konseptual peserta terkait BK, meskipun masih banyak hal yang perlu dibenahi dari sisi kemampuan teknis dalam pengerjaan soal-soal BK.
Elementary Search-based Algorithms for Solving Tilepaint Puzzles Vincentius Arnold Fridolin; Muhammad Arzaki; Gia Septiana Wulandari
Indonesia Journal on Computing (Indo-JC) Vol. 8 No. 2 (2023): August, 2023
Publisher : School of Computing, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34818/INDOJC.2023.8.2.750

Abstract

This paper discusses the elementary computational aspects of Tilepaint puzzles, single-player logic puzzles introduced in 1995 and confirmed NP-complete in 2022. Two elementary search-based algorithms are proposed: the complete search technique with a bitmasking approach and the prune-and-search technique with a backtracking approach and pruning optimization. This paper shows that the asymptotic running time of these algorithms for solving an $m \times n$ Tilepaint instance containing $p$ tiles are respectively $O(2^{p} \cdot p \cdot mn)$ and $O(2^{p} \cdot mn)$, implying that the latter method is asymptotically faster by a factor of $p$. This paper also discusses tractable and intractable variants of Tilepaint puzzles. This paper shows that an $m \times n$ Tilepaint instance containing $mn$ tiles of size $1 \times 1$ is solvable in polynomial time. In contrast, this paper shows that solving general $m \times 1$ and $1 \times n$ Tilepaint puzzles remains intractable by reducing such problems from the subset-sum problem.
A BACKTRACKING APPROACH FOR SOLVING PATH PUZZLES Sakti, Joshua Erlangga; Arzaki, Muhammad; Wulandari, Gia Septiana
Journal of Fundamental Mathematics and Applications (JFMA) Vol 6, No 2 (2023)
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/jfma.v6i2.18155

Abstract

We study algorithmic aspects of the Path puzzle--a logic puzzle created in 2013 and confirmed NP-complete (Non-deterministic Polynomial-time-complete) in 2020. We propose a polynomial time algorithm for verifying an arbitrary Path puzzle solution and a backtracking-based method for finding a solution to an arbitrary Path puzzle instance.To our knowledge, our study is the first rigorous investigation of an imperative algorithmic approach for solving Path puzzles. We prove that the asymptotic running time of our proposed method in solving an arbitrary Path puzzle instance of size $m \times n$ is $O(3^{mn})$. Despite this exponential upper bound, experimental results imply that a C++ implementation of our algorithm can quickly solve $6 \times 6$ Path puzzle instances in less than 30 milliseconds with an average of 3.02 milliseconds for 26 test cases. We finally prove that an $m \times n$ Path puzzle instance without row and column constraints is polynomially solvable in $O(\max\{m,n\})$ time.
Solving Tatamibari Puzzle Using Exhaustive Search Approach Reinhard, Enrico Christopher; Arzaki, Muhammad; Wulandari, Gia Septiana
Indonesian Journal on Computing (Indo-JC) Vol. 7 No. 3 (2022): December, 2022
Publisher : School of Computing, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34818/INDOJC.2022.7.3.675

Abstract

Tatamibari is a puzzle that was first published in 2004 and was proven to be NP-complete in 2020. However, to the best of our knowledge, algorithmic investigation of the Tatamibari puzzle is relatively new and limited. There are discussions about an approach for solving the Tatamibari puzzle using the Z3 SMT solver, but there are no details regarding the steps of the algorithm as well as its explicit asymptotic upper bound. In addition, this solver requires an additional library that cannot be directly executed using standard libraries in an arbitrary imperative programming language. Hence, this paper discusses an exhaustive search approach for solving an arbitrary Tatamibari puzzle. We show that this algorithm can find all solutions to an \(m \times n\) Tatamibari instance with \(h\) hints in \(O(\max\{m^2 n^2, h^{mn-h} \cdot hmn\})\) time. We also use this algorithm to find the number of possible Tatamibari solutions in an \(m \times n\) grid for some small values of \(m\) and \(n\).
Elementary Search-based Algorithms for Solving Tilepaint Puzzles Fridolin, Vincentius Arnold; Arzaki, Muhammad; Wulandari, Gia Septiana
Indonesian Journal on Computing (Indo-JC) Vol. 8 No. 2 (2023): August, 2023
Publisher : School of Computing, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34818/INDOJC.2023.8.2.750

Abstract

This paper discusses the elementary computational aspects of Tilepaint puzzles, single-player logic puzzles introduced in 1995 and confirmed NP-complete in 2022. Two elementary search-based algorithms are proposed: the complete search technique with a bitmasking approach and the prune-and-search technique with a backtracking approach and pruning optimization. This paper shows that the asymptotic running time of these algorithms for solving an $m \times n$ Tilepaint instance containing $p$ tiles are respectively $O(2^{p} \cdot p \cdot mn)$ and $O(2^{p} \cdot mn)$, implying that the latter method is asymptotically faster by a factor of $p$. This paper also discusses tractable and intractable variants of Tilepaint puzzles. This paper shows that an $m \times n$ Tilepaint instance containing $mn$ tiles of size $1 \times 1$ is solvable in polynomial time. In contrast, this paper shows that solving general $m \times 1$ and $1 \times n$ Tilepaint puzzles remains intractable by reducing such problems from the subset-sum problem.
Classifying Gender Based on Face Images Using Vision Transformer Tahyudin, Ganjar Gingin; Sulistiyo, Mahmud Dwi; Arzaki, Muhammad; Rachmawati, Ema
JOIV : International Journal on Informatics Visualization Vol 8, No 1 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.1.1923

Abstract

Due to various factors that cause visual alterations in the collected facial images, gender classification based on image processing continues to be a performance challenge for classifier models. The Vision Transformer model is used in this study to suggest a technique for identifying a person’s gender from their face images. This study investigates how well a facial image-based model can distinguish between male and female genders. It also investigates the rarely discussed performance on the variation and complexity of data caused by differences in racial and age groups. We trained on the AFAD dataset and then carried out same-dataset and cross-dataset evaluations, the latter of which considers the UTKFace dataset.  From the experiments and analysis in the same-dataset evaluation, the highest validation accuracy of  happens for the image of size  pixels with eight patches. In comparison, the highest testing accuracy of  occurs for the image of size  pixels with  patches. Moreover, the experiments and analysis in the cross-dataset evaluation show that the model works optimally for the image size  pixels with  patches, with the value of the model’s accuracy, precision, recall, and F1-score being , , , and , respectively. Furthermore, the misclassification analysis shows that the model works optimally in classifying the gender of people between 21-70 years old. The findings of this study can serve as a baseline for conducting further analysis on the effectiveness of gender classifier models considering various physical factors.
Note on Algorithmic Investigations of Juosan Puzzles Ammar, Muhammad Tsaqif; Arzaki, Muhammad; Wulandari, Gia Septiana
Jurnal Ilmu Komputer dan Informasi Vol. 17 No. 1 (2024): Jurnal Ilmu Komputer dan Informasi (Journal of Computer Science and Informatio
Publisher : Faculty of Computer Science - Universitas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21609/jiki.v17i1.1184

Abstract

We investigate several algorithmic and mathematical aspects of the Juosan puzzle—a one-player pencil-and- paper puzzle introduced in 2014 and proven NP-complete in 2018. We introduce an optimized backtracking technique for solving this puzzle by considering some invalid subgrid configurations and show that this algorithm can solve an arbitrary Juosan instance of size m × n in O(2mn) time. A C++ implementation of this algorithm successfully found the solution to all Juosan instances with no more than 300 cells in less than 15 seconds. We also discuss the special cases of Juosan puzzles of size m × n where either m or n is less than 3. We show that these types of puzzles are solvable in linear time in terms of the puzzle size and establish the upper bound for the number of solutions to the Juosan puzzle of size 1 × n. Finally, we prove the tractability of arbitrary m × n Juosan puzzles whose all territories do not have constraint numbers.