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Penerapan Algoritme Finite State Machine Berbasis Fragment Shader untuk Proses Pengambilan Keputusan pada Non Player Character (Studi Kasus Game Battle Tank) Muhtadin Ziqi Maulana; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 2 (2019): Februari 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Non player character (NPC) is a character in a game that is not controlled by players, but is controlled through computer programs made by humans. According to the gameAI model the NPC has the ability to make movements and decision making. The battle tank game that was developed by the author in this study also has an NPC developed. there is the game the researcher uses the finite state machine (FSM) algorithm in the decision making process of the NPC. But there is an idea about the application of the FSM algorithm that is by using a shader fragment. With the implementation of the FSM algorithm based on shader fragments, it is expected to get better performance. Because the process of the shader fragment is done in the graphics processing unit (GPU). So that the process carried out can be carried out in parallel between the decision making process and other processes. In applying FSM algorithms based on shader fragment requires three maps, namely world map, agent map and fsm map. After testing the effect of the number of NPCs using 1, 5, 10 and 15 NPCs, respectively, obtained an average yield of 147, 69, 24 and 1 FPS. Whereas for testing the effect of game map size using map sizes of 20x20, 30x30 and 40x40 in succession yielding an average value of 66, 61 and 60 FPS.
Penerapan Naive Bayes untuk NPC Braking Decision pada Racing Game Steven Willy Sanjaya; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 4 (2019): April 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Racing is a video game genre that is still popular today. Its development processes cannot be separated from the need to have Non-Player Character (NPC) in them. NPCs act as the opponents for the players, and thus the developers are always challenged with the problem of how to make the NPCs smarter than them. One of the problems is related with breaking decision, specifically when the NPCs decided to slow down their speed during races by using brakes. One commonly used method for this type of experiment is the Brake Zone. Although, this method also has its own shortcomings, such as the devs have to manually place the zone themselves in the designated locations for the brake test. Other solution that can be applied is Smart AI System by Racing Game Starter Kit (RGSK), but this also has its problem in which to get the best result, a proper configuration is needed. To resolve the problem, researcher proposes the method of machine learning, Naive Bayes for the braking decision. Naive Bayes use three features for the data input, and two output class in which the data will be obtained from the player. The test result showed that the braking decision from Naive Bayes was able to prevent the vehicle from crashing with the outer wall without dropping the game's FPS (Frames per Second). Time acquisition each lap from Naive Bayes was able to keep up with the player's time at an average of 52,5 seconds during 10 laps.
Penerapan Neural Network untuk NPC Braking Decision pada Racing Game Herlambang Yudha Prasetya; Muhammad Aminul Akbar; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The popularity of the racing game genre is still visible today. Factors that supporting the popularity of this genre are speed driving which provides an exciting experience, interesting track variations, stunning graphics, and unique challenges presented by artificial intelligence. An important factor to be developed and in line with the core of the racing game that provides a fun challenge is artificial intelligence. Artificial intelligence behavior that is not varied and easy to guess, or even playing badly will affect the fun of the challenge of racing games. To avoid this, artificial intelligence is needed which is able to learn mindset and imitate human decisions when playing, especially braking decision or gas and brake determination. That is the basis of the Neural Network algorithm implemented for Artificial Intelligence in the Racing Game Starter Kit. The complexity of the code on the machine is simplified by changing the decision process to some intelligent neural networks that are similar to human neurons, especially how it works. Coupled with the adaptation process in a dynamic environment makes this algorithm interesting for AI researchers. By utilizing Cross-Validation, learning this algorithm with human behavior has a similarity rate of 76 percent. In a 10-round trial, the time results showed 12% or 72 seconds faster than the kit's AI, and a stable frame rate with an average of 59 frames per second.
Penerapan Flocking Behavior Untuk Pergerakan Berkelompok Non Player Character pada 2D Endless Runner Game Yosua Yosua; Eriq Muh. Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

2D Endless Runner Game is a game where the player will keep on moving forward thus no end point and will present obstacles for the player and keep the player's adrenaline driven to keep on playing. The obstacles on some of Endless game differs, for this research, the game which will be made will have differently obstacles such as obstacle and group movement. The game will have obstacle where there will be many opponents moving as a group to fight the player's character. The group of assailants which will fight the player, will be applied on simultaneously moving NPC. Flocking is the most famous methods from artificial intelligence which moves a group.Flocking's movement sometimes has this restrained moment, therefore, applied one of the pathfinding method that is A* to make the group's movement not be restrained. Based on this problem, the researcher will develop a game which will have assailant's group have the Flocking Behavior. The results of this study indicate that flocking can be applied in group movements and the resulting FPS affects the number of NPCs in the group This result was proven by testing 3 NPCs to produce FPS ranging from 43.6 and with 8 NPCs producing FPS around 33.7. NPCs also make it to the destination without being blocked.
Penerapan Procedural Content Generation untuk Perancangan Level pada 2D Endless Runner Game menggunakan Genetic Algorithm Muadz Askarul Muslim; Eriq Muhammad Adams Jonemaro; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 5 (2019): Mei 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

With the rapid development of the gaming industry, the amount of content needed in the game continues to increase. Increasing the amount of content is needed to keep players interested, so design work is increasingly needed to meet these requirements. Procedural Content Generation is a solution to save time and money and has been successfully implemented in several Endless Runner Games. Here the author uses the Genetic Algorithm method to implement the Procedural Content Generation on 2D Endless Runner Game. The author's Geographical Algorithm chooses because the Algorithm can optimize which is suitable for many cases of an environment. In addition to optimization, the Genetic Algorithm is modular, so it is separate from the application and can be applied to other cases without significant changes in it. Making levels can be done by using a random technique. But the results of the randomly obtained level can have problems such as the inappropriate results desired because there are no criteria as a measure of appropriateness from the results that are made randomly as can be passed the level that has been made. Whereas in Genetic Algorithm there is a section that can select each individual and population to fit the specified criteria. The results of the tests show the time needed for the program to make a level very short, which is 0.02 seconds. From these results show that the algorithm can be applied and works well in the creation of levels. The resulting level can also be skipped by players based on the results of testing by a sample of players. But the difficulty of the level produced cannot be controlled using the Genetic Algorithm used.
Implementasi Virtual Reality Pada Game Edukasi Penyeberangan Jalan (PELAN) Fathurrahman Annafabi; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Educational games have been widely used as a learning media. Educational Games are designed to help the learning process and provide experience to the players, and are proven to be effective to use as a learning media. A game called PELAN has been created to help children learning to cross the road on a computer program, where the use of Augmented Reality in games has a positive effect on children's learning. With the advent of Virtual Reality (VR) technology, which is a virtual environment generated by the computers, users can enter into the reality that has been created, so that the addition of VR with Google Cardboard in the game can add to the gaming experience and indirectly add to the learning process provided from playing the game. The research was conducted to develop the PELAN game using VR technology with the aim of increasing the experience given to users that played it and so that it indirectly improves the learning performance provided by the game. The implementation of the game uses the Big Bang method, a software development model that has the flexibility and ease of change design that is expected to help answers the needs of the research. The game that has been made has been tested for its functionality using Black Box Testing, where each functionality in the study is declared valid, and the Game Experience Questionnaire (GEQ) questionnaire is held, where the average score of the positive component is approximately three, which is good , and the average negative effect value is less than 2 which means less than enough, along with the comparison if using kinect as a game controller.
Pengembangan Media Pembelajaran Untuk Pengenalan Sistem Pencernaan Manusia Menggunakan Teknologi Augmented Reality Aldo Rizky Saputra; Herman Tolle; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The lack of interest in student learning and the less effective and interactive teaching and learning process is the impact of the lack of available facilities and infrastructure. In fact, only the guidebooks and LKS are supporting tools in the current teaching process. Augmented reality technology is a solution to help solve these problems. The 3D concept in AR technology can be applied in the world of education to develop abstract anatomical learning. By designing a mobile application the introduction of human digestion systems using the single marker method the author hopes to help the learning process and improve the quality of student learning in understanding the material provided by the instructor. Based on the results of effectiveness testing shows an increase of student learning outcomes of 10.25% which originally obtained average results from the pre-test of 75.75 to 85. By using the System Usability Scale method, usability testing points to satisfactory results. Based on the questions submitted to 10 respondents with an assessment weighting scale of 1 (Strongly Disagree) to 5 (Strongly Agree), the results of usability testing were 83.25 with Excellent and grade A ranking qualifications.
Perancangan User Interface Aplikasi Travelingyuk Berbasis Mobile Menggunakan Metode Human Centered Design (HCD) Shandya Fajar Widyono; Niken Hendrakusma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

According to Kominfo, smartphones are the most widely used user with around 50.08% of users compared to computers or laptops. The high flexibility makes mobile devices more commonly used by people. PT. Traveling Media Network (Travelingyuk) is a company that specializes in travel agency. Until now, Travelingyuk still has not had a mobile media for their information of tourism. To enhance the competitiveness of Travelingyuk to other travel agency companies, therefore, a mobile-based application is needed. A good application is the one that the users can accept and use easily and unambiguously. To achieve the goal, Travelingyuk needs a user-based interface design in the mobile application. The right method to create a user-based design is Human Centered Design (HCD), because this method makes the users (humans) the center for determining the design. This research discusses how to create user interfaces of the mobile-based application used by Travelingyuk by adapting HCD. This design was adapted form the Google Material Design Guidelines made by Google. Furthermore, the evaluation to the results of designing the user interface application is needed to determine the level of usability user-acceptability level. The evaluation of the user interface design is done by using System Usability Scale Questionnaaire that contains 10 statements about usability testing. This user interface design got 77,25 of the SUS score, which means that the user interface design of Travelingyuk mobile-based application is well accepted by users.
Perancangan User Experience Pada Aplikasi Mobile Fasilitas Tanggap Bencana Dengan Pendekatan Metode Human-Centered Design (HCD) Anderson Manurung; Herman Tolle; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Natural disasters are conditions of natural activity that can cause damage, and psychological disturbance to humans. Natural disasters can occur because of nature itself or human activities. Problems that often arise during the natural disaster evacuation process are uneven distribution of assistance, both in the form of logistics and the difficulty of determining the location of disaster response facilities to store emergency supplies is very important for the quality of service facilities provided after major emergencies, such as floods and tsunamis. This study aims to design how users can get user experience that can be used as needed in using information applications from emergency response centers. To produce good applications, various designs need to be done. The approach used is Human-centered Design (HCD). After getting a list of user needs and tasks, the design of solutions in the form of wireframe, information architecture and screenflow as the flow of user applications from the design of solutions is created using cognitive walkthrough with the user. This results in several problematic results, the results are corrected and re-evaluated according to the same method and refer to 4 cognitive walkthrough questions and the results of this study are the suitability of user experience design using HCD and the usability evaluation using cognitive walkthrough with users produces 91 % increase in usability and user experience, after being re-evaluated.
Evaluasi User Experience Aplikasi Mobile Pemesanan Makanan Online dengan Metode Design Thinking (Studi Kasus GrabFood) Muhammad Azmi; Agi Putra Kharisma; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The development of internet and mobile applications has brought us a step further in applying technology in modern life. One of them is an application to get goods and services in the form of an online food ordering application. Various online food ordering applications emerge by presenting a unique user experience and user interface, one of them is GrabFood. This study will examine the user experience of the GrabFood application and conduct evaluations to assess and also looking for the shortcomings that exist in the user experience of the GrabFood application. The method in this research uses design thinking as a method in designing and developing user experiences. Data collection in this study using interview methods and by conducting usability testing of five respondents. The usability aspects tested in this study are aspects of effectiveness, efficiency, and user satisfaction. Based on the results of the research, there is an increase in efficiency aspects ranging from 33,1 to 67,4 percent and user satisfaction aspects ranging from 3,3 to 25,9 percent in the evaluation results (GrabFood prototype).
Co-Authors Abdulloh, Roihan Abdurrahman Prawira Purmiaji Abi Firmandhani Adam Hendra Brata Ade Suluh Novriananda Aditya Luthfi Alvari Ramadhan Aditya Rachmadi Aditya Rachmadi, Aditya Agi Putra Kharisma Agi Putra Kharisma, Agi Putra Agung Dwi Budiarto Ahmad Afif Supianto Ahmad Afif Supianto Ahmad Fadli Naharu Ahmad Fathoni Akbar Ramadhan Akhmad Dinan Jatnika, Aditya Aldo Rizky Saputra Alfi Nur Rusydi Allen Nazario Istalaksana Amzi, Dzakwan Mufid Anderson Manurung Andhi Indra Lestya Wicaksono Andri Alfian Arief Alamsyah Arito Jalu Priyangga, Dionisius Arya Bhanuartha, Putu Gde Aryo Pinandito Aryo Seto Dwisaputra Auliya, Meida Dela Risyafa Azhim Kustiwa, Alwan Fauzul Azizah Febyanti, Hilda Ayu Azzaky, Mohammad Rafi Buce Trias Hanggara Bugi Pradana Nugroho Cahyani, Luvita Intan Cahyono Hadi Kurniawan Carlista Naba Christian Doxa Hamasiah Chrysler Imanuel Chyntia Savrila Putri Dahnial Syauqy David Hosea Sipahutar Davin Benaya Dessy Amri Raykhamna Dheanisa Putri Rahayu Ditya Enandini Palupi Djoko Pramono Djoko Pramono Dwi Rama Malawat Edy Santoso Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhmmad Adams Jonemaro Fajar Pradana Farisi, Hariz Fathony Teguh Irawan Fathurrahman Annafabi Fernando, Samuel Fikri Ihsan Ahmad Firadi Surya Pramana Firdaus Rahmat Prasetyo Fitraldy Soefana Fitrantika Diashafira Gunawan, Alexander Hamdany, Mohammad Naufal Adib Hamidah, Nazwa Ambar Hanifah Muslimah Az-Zahra Hanifah Muslimah Az-Zahra, Hanifah Muslimah Haq, Muhammad Yasir Anshari Hariz Farisi Hendro Dwi Prasetyo Herawan, Almaas Rozikin Herlambang Yudha Prasetya Herlando, Muhammad Raafi Herman Tolle Hermawan, Renaldy Hilmi Derian, Ivan Hilmi Ilyas Rizaldi Hurriyatul Fitriyah I Made Wira Satya Dharma Ian Setyo Aji Ilham Akbar Ahmadi Ilham Gibran, Muhammad Ilmam Achmadiarsyi Ilman Naafian Firmansyah Indi Rachmah Winona Intan Sartika Eris Maghfiroh Intishar Fadi Abdillah Iqbal Firmansyah Iqbal Putra Santosa Ismiarta Aknuranda Ismiarta Aknuranda Issa Arwani Issa Arwani Isthofi Aslim Sofyan Javas Marchad, Radithya Jermias Kristian Jonemaro, Eriq Muhammad Adams Kaeksi, Racana Ayu Komang Candra Brata Kusuma, I Made Yudi Anantha Lailatussaadah M Nur, Lailatussaadah Lutfi Fanani Lutfi Fanani Luthfi Fawwaz Putranto Mas'udi, Nashrul Azhar Mayovio Ahmad Mahendrata Mochamad Chandra Saputra, Mochamad Chandra Mochamad Halim Mohamad Ilham Ridho Mohammad Alauddin Mohammad Chaliffilardhy Syaifuddin Muadz Askarul Muslim Muchtar Prawira Sholikhin Muhamad Arifin Ramadhan Muhammad Adams Jonemaro , Eriq Muhammad Arif Nabil Lesmana Muhammad Aufa Athallah Muhammad Azmi Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Reza Pahlevi Muhammad Salman, Raditya Muhammad Satrio Bayu Pamungkas Muhammad Yasir Anshari Haq Muhtadin Ziqi Maulana Mujahid Bariz Hilmi Musavi Ardabilly Taufik Muzaki Asysyahid, Sindoro Chaidar Naba, Carlista Najibudin, Mochamad Asrof Nashir, Idham Ahmad Nashrul Azhar Mas'udi Nashrul Azhar Mas'udi Niken Hendrakusma Nugroho, Bramantyo Raka Adi Nur Efendi, Akhmad Farid Nur Muhammad Rashid Oktafianto, Mukhammad Afan Pamesthi, Radya Farrel Panji Yodantara Pardede, Natanael Isaac Pardamean Pelealu, Billawal Nadipa Prakoso, Bondan Sapta Pramudya Vizkal Arfianto Purnomo, Welly Putra Pandu Adikara PW, M. Qodarul Amar Rahadian Fernandika Ramadhan Rizki Arga Putra Ramdani, Aditasha Fadhila Ratih Kartika Dewi Retno Indah Rokhmawati Retno Indah Rokhmawati, Retno Indah Reza Saputra Richard Hans Octavian Riswan Septriayadi Sianturi Robertus Dwi Ari Utomo Ryan Aristo Salman, Raditya Muhammad Sandhi Wistara Sativandi Putra Satrio Hadi Wijoyo Setiawan, Muhammad Syahrul Setyowidodo, Fauzan Athallah Shandya Fajar Widyono Shena Star Sarwodi Silitonga, Erico Steven Willy Sanjaya Steven Willy Sanjaya Sudjianto, Aulia Heppy Cahya Susanto, Stefanus Rangga Ananta Syahputra, Andira Mahendra Syarief Noor Permadi TABAYUNI, RAHIMI ILLONG Tjandra, Jahzeiah Paskah Togan Jagat Raya Tri Afirianto Tri Afirianto Tri Afirianto Tri Afirianto Tri Afirianto, Tri Trias Hanggara, Buce Utomo, Ibnu Najah Barlian Hadi Viqi Hanada Wibisono Sukmo Wardhono Wibisono Sukmo Wardhono, Wibisono Sukmo Wibowo, Vania Malinda Widhy Hayuhardhika Nugraha Putra Wijaya, Aldy Imam Winny Ardhian Septiko Wiranata, Danuar Wong, Vinncent Wong, Vinncent Alexander Yolanda Saputri Yoshua Aditya Kurnia Yosua Yosua Yudha Hadi Pratama Yudistira, Faisal Ariawan Yuita Arum Sari Yuka Bimatara Putra Yuki Pradana Yung, Clara Clarita Yusi Tyroni Mursityo Zulfikar Fahmi Falakh Zulkahfi, Muhammad Razzaaq