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Journal : Jurnal Transformatika

GAME SCORING SUPPORTING OBJECTS MENGGUNAKAN AGEN CERDAS BERBASIS ARTIFICIAL INTELLIGENCE Novita Putri, Astrid; Prathivi, Rastri
Jurnal Tr@nsForMat!ka Vol 13, No 2 (2016)
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game are activity most structure, one that rdinary is done in fun and also education tool and help to develop practical skill, as training, education, simulation or psychological. On its developing current game have until 3D. In one game, include in First Person Shutter  necessary scoring  one that intent to motivate that player is more terpacu to solve game until all through,  on scoring  Super Marios game Boss, Compass does count scoring havent utilized Artifical Intelligent so so chanted, while player meet with supporting objects example ammor  ability really guns directly dead, so is so easy win. Therefore at needs a count scoring  interesting so more motivated in finishing problem Scoring accounting point for First Person Shutters game .This modelling as interesting daring in one game, since model scoring  one that effective gets to motivate that player is more terpacu in plays and keep player for back plays. Besides model scoring  can assign value that bound up with game zoom.On Research hits scoring this game will make scoring bases some criterion which is health Point, Attack point, Defence point, And  Magic  what do at have  supporting objects ,then in this research do compare two method are methodic statistic and Fuzzy. Result of this research 83,4 % on testings examination and on eventually gets to be concluded that fuzzys method in trouble finish time more long time but will player more challenging to railroad.  
GAME SCORING SUPPORTING OBJECTS MENGGUNAKAN AGEN CERDAS BERBASIS ARTIFICIAL INTELLIGENCE Astrid Novita Putri; Rastri Prathivi
Jurnal Transformatika Vol 13, No 2 (2016): January 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v13i2.331

Abstract

Game are activity most structure, one that ordinary is done in fun and also education tool and help to develop practical skill, as training, education, simulation or psychological. On its developing current game have until 3D. In one game, include in First Person Shutter  necessary scoring  one that intent to motivate that player is more terpacu to solve game until all through,  on scoring  Super Mario's game Boss, Compass does count scoring haven't utilized Artifical Intelligent so so chanted, while player meet with supporting objects example ammor  ability really guns directly dead, so is so easy win. Therefore at needs a count scoring  interesting so more motivated in finishing problem Scoring accounting point for First Person Shutter's game .This modelling as interesting daring in one game, since model scoring  one that effective gets to motivate that player is more terpacu in plays and keep player for back plays. Besides model scoring  can assign value that bound up with game zoom.On Research hits scoring this game will make scoring bases some criterion which is health Point, Attack point, Defence point, And  Magic  what do at have  supporting objects ,then in this research do compare two method are methodic statistic and Fuzzy. Result of this research 83,4 % on testing's examination and on eventually gets to be concluded that fuzzy's method in trouble finish time more long time but will player more challenging to railroad.  
PENERAPAN FUZZY CONTROLLER UNTUK PERGERAKAN PLAYER PADA GAME ENGINE 3D BERBASIS AGEN CERDAS Astrid Novita Putri
Jurnal Transformatika Vol 15, No 1 (2017): July 2017
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v15i1.531

Abstract

Game time at the moment well-known in the world, one of which is a maze game that can be run through a mobile phone or computer, making it very easy and affordable, In this game to find the right path to achieve the objectives that the player how to face many obstacles for the goal, so spend a lot of time, it requires settlement in order to facilitate the players in finishing level on any obstacles, requiring fuzzy logic alghoritm for ease in completing the job level .On fuzzy game is completion method of control to the player making it easier to carry out the settlement include input criteria and Wall Boundary Distance, Speed and generates output settling time so that facilitate the final value at that level, if they do not find a way through the player controller to move to the next level. so the fuzzy process can re-find the right way and the right time in the finish by obstacles and speed. 
OPTIMASI ALGHORITMA BREADTH FIRST SEARCH PADA GAME ENGINE 3D THIRD PERSON SHOOTER MAZE BERBASIS AGEN CERDAS ANDROID Astrid Novita Putri
Jurnal Transformatika Vol 14, No 1 (2016): July 2016
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v14i1.349

Abstract

                   Game is currently very popular in the community at large, one of which is the game third person shooter (TPS) which can be run through a mobile phone or computer, making it very easy and affordable, one thrid person shooter game 3D maze.The labyrinth is a game to find the right path to achieve the objectives which the way players experience many obstacles to destination, so spend a lot of time,then in need of a settlement in order to facilitate the player in completing the levels on every obstacle, in need of a alghoritm Breadth First Search for ease in completing permainan.Cara employment levels every alghoritm Breadth First Search is a search method that starts with the roots off the road to the next.This search is done by looking at all the nodes or vertices have the same level to determine the final outcome at that level,if they do not find the will to move to the next level. so that the process backtrackto re-find the right path to achieve goals the appropriate time. Keyword: Games, Third person, Shooter, Maze, Breadth First Search. 
Perbandingan Algoritma K-Means dan K-Medoids Untuk Clustering Harga Beras di Provinsi Jawa Tengah Setiaji, Galet Guntoro; Putri, Astrid Novita; Wicaksana, Dinar Anggit
Jurnal Transformatika Vol. 22 No. 1 (2024): July 2024
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v22i1.10092

Abstract

Beras merupakan komoditas pangan utama bagi masyarakat di Indonesia khususnya di Jawa Tengah. Sebagai kebutuhan pokok, ketersediaan dan harga beras sangat mempengaruhi stabilitas ekonomi dan kesejahteraan masyarakat. Oleh karena itu, pemantauan dan analisis harga beras menjadi hal yang sangat penting. Salah satu hal dalam memahami harga beras adalah dengan melakukan clustering atau pengelompokan harga berdasarkan harga eceran beras medium. Clustering dapat memberikan gambaran lebih jelas variasi harga di jawa tengah metode yang digunakan yaitu K-Means dan K-Medoid dengan membandingkan metode  tersebut diharapkan mendapatkan informasi detail dan pola harga beras di berbagai daerah. Hasil yang didapatkan bahwa validitas DBI K-Means dengan K=3 dan K=5 lebih unggul dari pada menggunakan K-Medoids.
Implementasi Data Mining Untuk Estimasi Produktivitas Kacang Hijau Dengan Menggunakan Algoritma Regresi Linier Di Kabupaten Grobogan Kusumaningrum, Yulinda; Asmiatun, Siti; Putri, Astrid Novita
Jurnal Transformatika Vol. 19 No. 1 (2021): July 2021
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v19i1.9450

Abstract

The Grobogan Regency Agriculture Service is an agency that operates in the agricultural sector. One of the crop commodities in Grobogan Regency is green beans. Judging from the results obtained each year, green bean production in Grobogan Regency is inconsistent. The rise and fall of green bean productivity is influenced by several factors. Factors such as area, production, number of farmers and productivity can be estimated to determine the production of green beans in Grobogan Regency. Therefore, using the Multiple Linear Regression algorithm is expected to help to obtain results on how much green bean production is in Grogoban Regency as a reference for farmers to increase their green bean harvest each year. Based on the calculation results, it was found that the estimated productivity of green beans in Grobogan Regency reached 760.8297302 Tons/Ha, whereas previously the land was 865 Hectares (Ha) Keywords: data mining, linear regression, estimation, productivity, green beans